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Test Subject
Original Poster
#1 Old 17th Jun 2015 at 4:21 AM Last edited by geekgirljess : 4th Jul 2015 at 1:36 AM. Reason: added a section about allowed cheats & mods
Crash Site Colony Challenge (looking for playtesters/suggestions/feedback)
Hi all! For my first time posting here, I'd like to share with you all a fairly long-and-detailed challenge that I've been working on and playtesting in my own game. This challenge is heavily based on / influenced by:

Backstory:
Miraculously, the entire crew of the Cosimos 5 mission survived the crash. Even more miraculously, the ship is still habitable... though the engines are trashed, stranding the crew on this unexplored planet. Even much more miraculously than that, the planet they crash-landed on has a breathable atmosphere, mineral-rich soil, and even traces of liquid water on the surface! This is an amazing discovery, sure to make heroes of the crew... if they can ever get back home, that is.

Unfortunately, both the primary and secondary communications modules seem to be non-functional -- the crew is stranded in radio silence, without hope of rescue. They must find a way to survive until the ship can be repaired; failing that, they have no choice but to try to make a life for themselves on this new, strange world.

Starting Out:
  • Create a new game in whichever neighborhood you like. (Recommended: Oasis Springs, for that "inhospitable desert wasteland" feel.)

  • Delete all the pre-existing buildings and Sims/households from the neighborhood.
    Recommended mods: Note: It is not possible, as far as I know, to completely and permanently remove all of the automatically-generated Sims in a neighborhood. One idea is to use the cheat "CAS.fulleditmode" on such auto-generated Sims and turn them into something more... "native" to this planet.

  • Decide how many crew members you want. Assign roles/duties to each crew member. This will likely influence your choice of traits, aspirations, etc. Some ideas for possible roles/duties are listed below. Feel free to make up your own, and feel free to combine two or more of these into a single Sim if you like.

    • Captain/Commander: this is the only role that is *required* to be assigned -- after all, every ship must have a captain, right? Good skills/traits might include Logic, Fitness, Charisma, Rocket Science, Self-Assured, Outgoing, Family-Oriented
    • Engineer/Mechanic: good role for a Handiness sim
    • Science Officer: Logic, Collecting ("geology"), Gardening ("botany"), Fishing ("marine biology"), Mixology ("chemistry"), Genius, Bookworm, Geek
    • Medic/Doctor: Logic, Handiness, Mixology?, Genius, Neat, Herbalism
    • Security Officer: Fitness, Handiness, VideoGaming? ("tactical simulations")
    • Communications Officer/SysOp: Programming, Logic, Geek
    • Cook: any Culinary-related skills/traits, Gardening, Fishing
    • Counselor/Chaplain/Diplomat: Charisma, Outgoing, Writing, Creative, Painting/Music/Comedy

  • Create your captain and crew in CAS with whatever genders, looks, outfits, names, traits, and aspirations you like. They should all be at least Young Adults. Make them all a single household for now (since they all live together in the spaceship/crash-site initially). You are free to make some of them related if you like.



  • Build the initial "crash site" / spaceship wreckage... be creative! This is ideally done on one of the large 50x50 lots, especially if you have a "full crew" of 8 sims. You are allowed to use money cheats (including the "freerealestate" cheat) in order to achieve the design that you have in mind for the wrecked spaceship; any extra remaining funds will be adjusted at the end. (A list of ideas and restrictions for the spaceship design is a separate section below.)

  • Move your new household/crew into the "crash site" that you've built. You may purchase the following items at the start -- if you need to place a computer temporarily in order to purchase these, you may. These represent things the crew would have brought along for the mission:
    • seed packets:
      • 1 packet for a crew of 1-3 sims
      • 2 packets for 4-6 sims
      • 3 packets for 7-8 sims
    • skill books (lowest level):
      • 3 books for a crew of 1-3 sims
      • 4 books for 4-6 sims
      • 5 books for 7-8 sims
      Recommended mods:
    • medicine: 1 for each crewmate.

  • Once you are ready to begin the challenge, you must use the cheat "money 0" (or some other method) to set the household funds to $0. However, since there is no economy or system of government on this planet, you won't need to pay taxes or bills. Use the cheat "households.autopay_bills true" to disable bills for now. (You can also use the "bb.moveobjects on" cheat to move the mailbox out of the way, for design purposes.)


  • IDEAS and RESTRICTIONS on spaceship design:

    • Bedrooms: Each crewman (or crewwoman... crewSim?) is allowed his/her own "bunk" (i.e., own bedroom). These are typically tiny rooms, sparsely furnished with a single bed/cot, a storage locker/small dresser, maybe a desk and some shelves, and little else. No double beds.

    • Bathrooms: Depending on crew size, there will be one (for a crew of 1-4) or two (for a crew of 5-8) community/shared washrooms. Luckily, the water reclaimer system doesn't appear to have been damaged in the crash, so each washroom will have a working toilet, sink with small mirror, and shower. (If you like, you may split the toilet/sink/shower into separate rooms, but no tubs are allowed -- they take too much water, and so are unsuitable for life in space.) Clarification: part of the challenge lies in the limited facilities, so each "washroom" should consist of exactly one toilet, one sink, and one shower, per every 4 sims.
      Recommended mods:
    • Eating and socializing: There is usually a "common room" (also may be known as a "rec room" or "mess hall") where the crew come together to take meals and socialize. This room may have:
    • There should be a "control room" (also known as "the bridge"), from where the captain issues flight orders. This room should have:
      • one or two desks with computers (non-functioning). Either bring in already-broken computers from another saved house, or use the mod "Enable advanced debug/cheat interactions" (http://modthesims.info/d/532735) or similar to set the computers to "broken" state. (You could also simply not put chairs in front of the desks, or block off the entire room, or use a mod that prohibits autonomous PC usage, or anything else that will make it so that Sims cannot use a computer until certain Challenge Goals have been met.)

    • There is almost always an "engine room", which houses the ion engines, nuclear reactors, or whatever else powers the ship through space. (Right now, it houses a large non-functional scrap heap.) This room may have:
      • a workbench -- this is where the mechanic/engineer would do some repairs on small mechanical engine parts... luckily, it is also equipped for woodworking, if there is any wood to be found on this planet.
        Recommended mods:

    • There may be a gym with up to two pieces of workout equipment, since maintaining muscle tone while in zero-gravity is very important.

    • There may be a laboratory for conducting research while in space. This room may have:
      • a microscope
      • a few bookcases, desks, shelves, counters, tables (to make it look like a lab)
      • some number of garden planters (for conducting botany experiments), based on crew size:
        • 1 large (square) planter for 1-2 sims, or the equivalent number of small (round) planters = 4
        • up to 2 large (square) planters for 3-4 sims, or the equivalent number of small (round) planters = 8
        • up to 3 large (square) planters for 5-6 sims, or the equivalent number of small (round) planters = 12
        • up to 4 large (square) planters for 7-8 sims, or the equivalent number of small (round) planters = 16

    • Electricity and electronics: The crew have managed to salvage some solar cells that were only slightly damaged in the crash, and these provide enough power for the lights, doors, food storage and preparation, and other essentials. However, other electronics such as computers and monitors (TVs) are non-functioning, in part due to the non-functional communications module. The crew each have personal communications devices (i.e., cell phones) which communicate directly with each other (and therefore still function), but they are unable to contact anyone on the Sim homeworld.
      Recommended mods:
    • Water and plumbing: As mentioned above, the water reclaimer system is still working, so the crew still has use of toilets, sinks, and showers, which all utilize the bare minimum of water to operate. A small amount of water has also been allocated for a small-scale botany experiment (i.e., gardening) in the science lab, but other than these exceptions, nothing is allowed which uses water -- this includes tubs, hot tubs, pools, fountains.


  • Other RESTRICTIONS:
    • Services and townies: The members of the crew are, as far as they know, the only intelligent life on this planet; i.e., no services (including actions such as "Order...") and no townies.
    • Businesses and community lots: None at the start. The only non-empty lot in the neighborhood is the initial "Crash Site".
    • Careers: No intelligent life, and therefore no established economy, means no career prospects on this planet. You must, quite literally, "live off the land".



Act I: Survival and Repairs
To get back home, the crew must repair the rocket engines and the communications modules. This will require not only skill and resources, but the crew must also try to survive in the meantime.

  • Earning Money:
    Building and upgrading the Rocket Ship in order to get back home will cost money, as does simply staying alive (food isn't free!). Unfortunately, without careers (or any established economy to speak of), managing and justifying incomes and expenditures is somewhat tricky. The following list outlines the allowed sources of income along with their in-story justification.


    • the NanoCan Touchless trash can: gives money each time you throw away trash. This represents "recycling" of the crew's "food resources", and therefore the money it gives counts as part of the overall "food supply".

    • Gardening: Raw produce can be eaten, but can also be used in meals to lower the cost. Excess produce can be sold, with the proceeds counting as part of the overall "food supply".
      Recommended mods:
    • Fishing: Similar to gardening; use in meals, or sell as part of the "food supply".

    • Collecting:
      • Minerals, metals, and crystals are all valuable resources that can be used in rocket ship construction. Since these can't be directly used in-game to help repair the engines, you may sell these in order to use the proceeds for rocket ship building.
      • Insects and frogs are an efficient (though somewhat disgusting) source of protein that can be used to feed the crew, so these may also be sold (or bred and then sold, in the case of frogs) to supplement the food supply.
      • You may uncover strange fossils and figurines, lost or buried by some ancient unknown civilization. Unfortunately, without a functioning economy, there's nobody to sell these to, so just hang onto them for now.

    • Salvaged Parts from repairing: can be used to upgrade appliances and electronics, or can be used in the rocket ship construction (i.e., sell them). Note that some upgrade parts will be REQUIRED for the "Repair the Communications module" goal (see below).

    • Other sellable items: Anything not explicitly mentioned above can't be sold, since without a functioning economy, there's nobody to sell to. This includes paintings, sculptures/furniture, books, photographs, microscope prints, licensing songs, etc. (You can and should hang on to any of these items to sell if you decide to move to Act II of the challenge, however.)


  • GOALS for Act I:
    • Survive! Don't starve. You'll very likely need to use the Gardening and Fishing skills, heavily, in order to provide adequate sustenance for the entire crew. You'll start with the seeds you brought along and the planter boxes in the science lab to grow your initial crop, with more produce possible via exploration. Be sure to keep an eye out for other food sources when out exploring (fish, frogs, insects). Once a reliable source of water is located (either a fishing hole or another body of water), you are allowed to plant more crops in addition to the initial planter boxes.

    • Repair the Communications module. This is done in two stages:

      Stage 1 requires one or more crew members to have max-level Handiness and max-level Logic, and to Repair (if necessary) and fully Upgrade the Computer in the flight control room. The Upgrades will require you to have salvaged (and kept!) the necessary upgrade parts, so keep this in mind as you are playing! Once this is done, the Computer may be used for developing the Programming skill ONLY (you may not use Programming actions that make money). This represents the SysOp's task of studying the internal software and programming specs and manuals in order to fully repair the Communications satellite link.

      Stage 2 requires a crew member (usually the SysOp) to have max-level Programming. Once this is done, the Sim homeworld may be contacted! Now that the satellite link has been re-established, this enables all Web- and Social-based Computer activities. This also enables the use of TVs since the satellite link has been re-established.
      Recommended mods:
    • Get home! This requires a working Rocket Ship to be built ($5000 to buy + $1000 to build) AND fully upgraded ($7750 total for all upgrades), along with the Communications module to be repaired and programmed. The Rocket Ship can be "tested" (by using it) before it is fully upgraded, but note that you run the risk of crashes and costly repairs. For a MUCH more reasonable challenge, you are allowed to buy/place the Rocket Ship when building the crash site; then you only have to worry about obtaining the $1000 to build, plus the upgrade costs. You may also, at your own discretion (and for a lower challenge rating), decide that some of the upgrades aren't necessary in order to "get home". I would vote, at a minimum, the first 3 upgrades are required ($2200 total cost).

    Once the Rocket Ship is Fully Upgraded, you may consider yourself to have "won" this part of the challenge! You may stop here and move your crew into a new Neighborhood for them to begin "normal" Sim lives -- you may sell any/everything of value from the crash site and personal property and divvy up the funds, or simply use a money cheat to get them started.

    Alternatively, you may choose, at any time before or after completing the Act I goals, to continue with Act II below.

Act II / Alternate Goal: Colonization!
Don't try to go home. Stay here, and work to establish the first Sim colony on this newly-discovered planet!

  • Colonization: Establishing a settlement
    A settlement needs homes, businesses, and community lots in order to establish a thriving economy. Unfortunately at first, with the exception of the crashed spaceship, electricity and running water are luxuries that are not yet available on this planet.

    • Before a proper settlement can be established, a water source must be found. Then, homes can be built with sinks and bathtubs (pretending the settlers are using water they collected and carried home themselves). Toilets must be designed in an "outhouse" style for now. Grills/BBQs (and grill-like stoves) may be used, along with the "old-timey" style refrigerators. Because there is no electricity yet, homes cannot have any other appliances or electronics, and no electric lights. (You must use candles or oil lamps for now.)

    • One settler will be elected as Mayor. (This will often be the Captain, but doesn't have to be.) His/her first order of business is to establish a Proper Infrastructure, and to achieve this he/she must become Best Friends with another settler with max Handiness. This will enable electricity and running water in the settlement, which will allow for showers, proper sinks, indoor toilets, light sources, stoves, other appliances, etc.

    • Very basic (i.e., cheap) Computers are unlocked after electricity is enabled and 1-2 settlers have reached max in Handiness, Logic, and Programming between them. Many computer functions cannot be used, however, until Internet Services are established. Allowed functions are those pertaining to skilling up Programming, Writing, or VideoGaming. No "Order..." until Town Services are unlocked.
      • Unlocking Internet Services will also enable the use of TVs and radios, as the Internet Services taps into the satellite link of the crashed spaceship to receive broadcasts from nearby worlds.

    • The crash site, with its solar panels and other technology that enable electricity, running water, and full computer usage, can be made into a Community lot once all of the original crewmates have moved out.

    • Other community lots may either be bought by settlers, or obtained "free" with the "free community lots" perk, after electricity and running water have been unlocked. The "free community lots" perk is granted by the Mayor completing the "Business and Commerce" goal (see below).

    • Earning money: For building homes initially, the crew is allowed to remove/reuse parts of the spaceship to furnish their new shelters. (Either sell, place in inventory, or use the "Packing Crates" mod http://www.modthesims.info/download.php?t=557383 by scumbumbo.) All furnishings and fixtures will likely be very cheap, hand-crafted, rustic, and/or salvaged, and ideally your design will reflect that!

      The settlers will likely need to keep up their agricultural efforts, although at this point a rudimentary "bartering" system could be established, if you have (for instance) a Gardening sim and a Painting sim -- the "in-story" justification being that the Painter has traded some artwork to the Gardener in exchange for produce (when in reality, the Painter simply sells the artwork in-game and buys food, and the Gardener sells his harvest in-game and buys artwork).

      Of course, once Businesses and Careers are available, there will be little-to-no need for such "in-story" justifications. Sell and spend to your heart's content.



  • The Mayor:
    The original "Build-a-City" rules were written for TS2, and so the Founder's career was based on the Politics career in that game. Since TS4 does not have this built-in career (although the Business career may be a good substitute), the Mayor may choose any or no career as long as the requirements to unlock that career have been met. However, as Mayor, there are a few things you should hope to accomplish to help the new settlement advance:

    • Proper Infrastructure: The Mayor must become Best Friends with another settler who has max Handiness. This unlocks "electricity" and "running water" (see above) for the town, and allows the construction of Businesses and Community Lots.

    • Business and Commerce: The Mayor must achieve level 7 Charisma skill and become Best Friends with a settler who owns a business, and either the Mayor or the business-owning friend must have the "Business Savvy" trait (from a Fortune aspiration). This unlocks the "free community lots" perk (see below).

    • Build City Hall: The Mayor must achieve level 7 Logic skill and be at least Acquaintances with every Sim in the neighborhood. All proper Careers are now able to be unlocked, once any other requirements are met! In addition, now that proper civil service is established, all households are expected to start paying taxes in order to continue development of the fledgling colony; use the cheat "households.autopay_bills false" to re-enable bills, if needed.

    • Immigration: The Mayor must max Charisma skill, and Internet Services must have been unlocked in order enable far-reaching communications (see the "Civil Services/Public Works section below). Congratulations, new settlers will start moving into your town (i.e., you may create new Sims in CAS), as per the "Increasing Population" guidelines below.

  • Increasing Population:

    • Every community lot placed in the town generates interest from Sims (and *other* friendly intelligent life-forms) in the surrounding galaxy, ensuring them that the town is a safe place to settle. You earn 1 Sim (or alien) household per community lot (no matter whether that lot is Sim-owned or a free community lot) once the "Immigration" goal has been met by the Mayor.

    • With the "Immigration" goal met, your colonists can also use their Charisma skill to persuade people to join the colony. You may add one household for every settler who has reached max Charisma (after the Mayor).

  • Businesses and Community Lots:
    Businesses and Community Lots require Proper Infrastructure before they can be built. Both of these lot types are lumped together for counting as "community lots". These lots can either be owned by individual Sims (as a business or a "hangout" place), or owned by the town itself: a "free community lot". One "free community lot" is earned for every 5 households once the Mayor has completed the "Business and Commerce" goal.

    In addition, certain types of businesses and community lots must be built before certain careers can be unlocked, but these establishments have their own requirements to be built:

    The following can either be Sim-owned or community lots. You may also combine two or more of these into the same lot if it fits your storyline, as long as you still meet the requirements. (For instance, a bar + restaurant would require 1 settler with level 7 Mixology AND another settler with level 7 Cooking, but this would satisfy Career-unlocking requirements that require a Bar and those that require a Restaurant.)

    • Bar: 1 settler with level 7 Mixology
    • Restaurant: 1 settler with level 7 Cooking
    • Comedy Club: 1 settler with level 7 Comedy
    • Nightclub/Lounge: 1 settler with level 7 Mixology + 1 settler with level 7 Guitar or Piano or Comedy
    • Concert Hall: 2 settlers, each with level 7 Guitar or Piano or Violin (must be 2 different ones)
    • Gym: 1 settler with level 7 Fitness
    • Art Gallery: 1 settler with level 7 Painting or Photography
    • Arcade: 1 settler with level 7 VideoGaming
    • Library or Bookstore: 1 settler with level 7 Writing
    • Museum: 1 settler with at least 20 collectables at time of building, with at least 10 being donated to the Museum.
    • City Park: 1 settler with level 7 Gardening
    • Fishing Lodge or Aquarium: 1 settler with level 7 Fishing

    Recommended mod:
  • Civil Services/Public Works:
    These are additional requirements for unlocking certain careers. These do not physically have to be built, but the requirements must be met for unlocking. Note that Schools must be unlocked before kids and teens can go to school, therefore I recommend the following mods so your kids don't get taken away:
    • City Hall
      • Requirements:
        • The Mayor has completed the "Build City Hall" goal.
      • Unlocks:
        • Bills for all households.
        • All proper Careers, once other individual requirements are met.

    • Orphanage
      • Requirements:
        • City Hall has been built
        • a Sim baby has been taken away by Social Services due to neglect
      • Unlocks:
        • "Adopt Baby" action

    • Grade School
      • Requirements:
        • at least 1 sim child in the settlement
        • 1 settler with max Logic and max Writing (the teacher)
      • Unlocks:
        • Sim children can now go to school
        • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I)

    • High School
      • Requirements:
        • at least 1 sim teen in the settlement
        • 1 settler with max Logic and max Writing (the teacher)
        • 1 settler with max Fitness (coach)
      • Unlocks:
        • Sim teens can now go to school
        • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I)

    • Sports Arena
      • Requirements:
        • City Hall has been built
        • High School has been built
      • Unlocks:
        • Athlete - Pro Athlete career
        • The new Sports Arena draws lots of good publicity for your colony:
          • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I)
          • you may add 1 new free community lot

    • Hospital
      • Requirements:
        • 10 settlers have gotten sick, or
          2 settlers have died, or
          4 settlers have birthed babies at home
      • Unlocks:
        • Medical career
        • "Have Baby in Hospital" action
        • "Order Medicine" action
        • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I)

    • Police Station
      • Requirements:
        • 10 settlers have gotten in a fight, or
          2 settlers have died of unnatural causes, or
          Black Market has been built
        • City Hall has been built.
      • Unlocks:
        • Detective career
        • Astronaut - Space Ranger career (also requires Science Center)
        • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I)

    • Science Center
      • Requirements:
        • 1 settler with max Logic and max Handiness
        • City Hall has been built
        • High School has been built
      • Unlocks:
        • Scientist career
        • Astronaut - Space Ranger career (also requires Police Station)
        • Astronaut - Interstellar Smuggler career (also requires Black Market)
        • Secret Agent - Diamond Agent career (also requires Internet Services + a community lot -- see description under "Careers")
        • Secret Agent - Villain career (also requires Internet Services + Black Market)

    • Internet Services Provider
      • Requirements:
        • 1-2 settlers with max in Handiness, Logic, and Programming between them
        • the "Repair the Communications modules" goal from Act I must have been completed
        • City Hall has been built
        • High School has been built
      • Unlocks:
        • many Computer actions (such as Computer - Web)
        • Cell Phone usage
        • Criminal - Oracle career
        • Business - Investor career (also requires at least 1 business lot)
        • Secret Agent - Diamond Agent career (also requires Science Center + a community lot -- see description under "Careers")
        • Secret Agent - Villain career (also requires Science Center + Black Market)
        • Tech Guru - Start-up career (also requires Business career to be unlocked)

    • Black Market
      • Requirements:
        • 1-2 settlers with max Fitness, Handiness, and Mischief between them
        • City Hall has been built
      • Unlocks:
        • Criminal - Boss career
        • Astronaut - Interstellar Smuggler career (also requires Science Center)
        • Secret Agent - Villain career (also requires Science Center + Internet Services)


  • Town Services: all services are locked at the start, and are unlocked as follows:
    • Adoption Service: needs Orphanage
    • Pizza Delivery: needs Restaurant community/business lot
    • Maid: at least 10 separate households have been added to the settlement

  • Careers: All careers are locked to start with, and may be unlocked only after the Mayor has built City Hall. Having a Sim work in a particular career logically requires a place of business at which they work in said career; therefore, unlocking most careers is very closely tied to the construction of various community lots and/or Public Works. In addition, it will require a special, dedicated type of Sim to "pave the way" for future Sims to follow in their footsteps; therefore, the first Sim in each career must also have a certain set of Traits and/or complete a certain Aspiration, in order to fully "unlock" the career permanently. The careers are unlocked as follows:

    • Astronaut:
      • Space Ranger: requires Science Center + Police Station. To permanently unlock this career for everyone, the first sim in this career must have the traits Active + Genius, or must complete the Nerd Brain aspiration.
      • Interstellar Smuggler: requires Science Center + Black Market. To permanently unlock this career for everyone, the first sim in this career must have the traits Active + Genius, or must complete the Nerd Brain or Chief of Mischief aspiration.

    • Athlete:
      • Bodybuilder: requires a Gym. To permanently unlock this career for everyone, the first sim in this career must complete the Bodybuilder aspiration.
      • Pro Athlete: requires Sports Arena. To permanently unlock this career for everyone, the first sim in this career must have the traits Active + Bro.

    • Business:
      • Investor: requires at least 1 business/community lot + Internet Services. To permanently unlock this career for everyone, the first sim in this career must have the traits Ambitious + Self-Assured, or must complete the Fabulously Wealthy aspiration.
      • Management: requires any 3 business/community lots. To permanently unlock this career for everyone, the first sim in this career must have the traits Ambitious + Self-Assured, or must complete the Fabulously Wealthy aspiration.

    • Criminal:
      • Boss: requires Black Market. To permanently unlock this career for everyone, the first sim in this career must complete the Public Enemy or Chief of Mischief aspiration
      • Oracle: requires Internet Services. To permanently unlock this career for everyone, the first sim in this career must complete the Public Enemy, Chief of Mischief, or Computer Whiz aspiration.

    • Culinary:
      • Chef: requires a Restaurant lot. To permanently unlock this career for everyone, the first sim in this career must complete the Master Chef aspiration.
      • Mixologist: requires a Bar or Nightclub lot. To permanently unlock this career for everyone, the first sim in this career must complete the Master Mixologist aspiration.

    • Detective:
      • requires Police Station. To permanently unlock this career for everyone, the first sim in this career must have the traits Ambitious + either Good or Evil, or must complete either Friend of the World or Chief of Mischief aspiration.

    • Doctor:
      • requires Hospital. To permanently unlock this career for everyone, the first sim in this career must have the traits Genius + Neat, and CANNOT have any of the following traits: Goofball, Hot-headed, Clumsy, Glutton, Insane, Lazy, Squeamish, Evil, Hates Children, Mean.

    • Entertainer:
      • Comedian: requires a Comedy Club or Nightclub. To permanently unlock this career for everyone, the first sim in this career must complete the Joke Star aspiration.
      • Musician: requires a Nightclub or Concert Hall. To permanently unlock this career for everyone, the first sim in this career must complete the Musical Genius aspiration.

    • Painter:
      • Master: requires an Art Gallery. To permanently unlock this career for everyone, the first sim in this career must complete the Painter Extraordinaire aspiration.
      • Patron: requires an Art Gallery or Museum. To permanently unlock this career for everyone, the first sim in this career must have the trait Art Lover and either Snob or Materialistic, or must complete either the Mansion Baron or Party Animal aspiration.

    • Scientist:
      • requires Science Center. To permanently unlock this career for everyone, the first sim in this career must have either of the traits Geek or Genius, and must complete either the Nerd Brain or Curator aspiration.

    • Secret Agent:
      • Diamond Agent: requires Science Center + Internet + one of: Nightclub, Art Gallery, Museum, Concert Hall. To permanently unlock this career for everyone, the first sim in this career must complete either the Friend of the World or Serial Romantic aspiration.
      • Villain: requires Science Center + Internet + Black Market. To permanently unlock this career for everyone, the first sim in this career must complete the Chief of Mischief aspiration.

    • Tech Guru:
      • Gamer: requires an Arcade. To permanently unlock this career for everyone, the first sim in this career must have the traits Geek + Childish, or must complete the Computer Whiz aspiration.
      • Start-up: requires Internet Services + Business career must be unlocked. To permanently unlock this career for everyone, the first sim in this career must complete either the Computer Whiz or the Fabulously Wealthy aspiration.

    • Writer:
      • Author: requires a Bookstore or Library or School or High School. To permanently unlock this career for everyone, the first sim in this career must complete Bestselling Author aspiration.
      • Journalist: requires City Hall + any ONE of the following "news-worthy events" to have happened within the last Sim-week:
        • 2 settlers have died unnaturally (i.e., not of old age)
        • 2 fires have happened
        • 10 fights have happened
        • 10 settlers have become sick
        • a new business or community lot has opened
        • a new Public Works has been unlocked
        • a new Mayorial goal has been achieved
        • a settler has reached the top of his/her career
        • 2 "paranormal" sightings (ghosts or aliens)
        To permanently unlock this career for everyone, the first sim in this career must have the traits Outgoing + Bookworm.


  • GOALS for Act II: Survive and thrive!

    I haven't thought of any scoring system, but the goals would be to survive, and grow the colony as much as possible; this means increasing population, establishing an economy and system of government (civil services), and unlocking all the Career options.





Summary of Allowed CHEATS and MODS:


Whew! I apologize for the length of this! I am currently in the middle of my second round of play-testing. I also played a few "Build-a-City" challenges in TS2 (using nepheris' ruleset; link at top) and thoroughly enjoyed them, so the Act II rules here are very highly based on that ruleset.

I will be creating a blog soon to post my own storyline, and I'm looking forward to reading all of yours!

Edit: Blog is up (only the rules for now)! http://crashsitecolony.blogspot.com/
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Lab Assistant
#2 Old 21st Jun 2015 at 11:41 PM Last edited by mama_tex : 22nd Jun 2015 at 4:50 AM.
This is totally cool-I like your take on the rebuild civilization idea and the whole crashed ship. I will try this out as soon as I get back from vacation. I will be sure to post pics and updates as I play.



Ok so I got excited and went ahead and made a crew and ship-but I won't be able to play till I get back :-)
Screenshots
Test Subject
Original Poster
#3 Old 23rd Jun 2015 at 1:23 AM
@mama_tex, Your ship and crew look great! When you have time, I'd love to learn more about your crew. They're all so colorful. :D
Test Subject
#4 Old 25th Jun 2015 at 4:23 PM
This sounds like fun, going to give it a try :D
Lab Assistant
#5 Old 30th Jun 2015 at 3:04 PM
Quote: Originally posted by geekgirljess
@mama_tex, Your ship and crew look great! When you have time, I'd love to learn more about your crew. They're all so colorful. :D


Obliviously they are not from around here :-). They come from the Pedroynia Galaxy. The different color skins mean they were born in different sectors. The markings on their face signify class- the more markings, the higher ranking. Only those with a certain markings can be flight crew . There may be much racial/Class tension on board.(I just got back today so have not played much). But they will need to work together if they are to survive.
As for the uniforms-there is a different color for each job, with the flight crew being more formal looking.

Thanks again for posting this challenge it should provide hours of enjoyment.
Test Subject
#6 Old 30th Jun 2015 at 9:32 PM
I can't wait to get started on this. I have a couple of questions about creating the initial wreckage. In the mess hall/common room, it states that we are allowed "a dining table." Does this mean a room like on Serenity? Or can we set it up cafeteria style like on the Enterprise-D? Similarly for the bathroom(s)--"a toilet/sink/shower." Does this mean only one of each, or can we have stalls in the communal washrooms?
Test Subject
Original Poster
#7 Old 30th Jun 2015 at 9:49 PM
Quote: Originally posted by xeaudo
I can't wait to get started on this. I have a couple of questions about creating the initial wreckage. In the mess hall/common room, it states that we are allowed "a dining table." Does this mean a room like on Serenity? Or can we set it up cafeteria style like on the Enterprise-D? Similarly for the bathroom(s)--"a toilet/sink/shower." Does this mean only one of each, or can we have stalls in the communal washrooms?


When I wrote the rules, I was envisioning the dining area from Serenity, but you are certainly free to go in more of a Star Trek-like direction with your build. Though the Enterprise-D seems rather large for a max crew size of 8...

I'll update the rules to clarify: a dining area with enough table/chairs to seat the entire crew at once. (Whether you want one large table for everyone, or several smaller tables, is up to you.)

For the bathrooms, part of the challenge is in the limited facilities, so each communal "washroom" would consist of exactly one toilet, one sink, and one shower. Although you may split each "washroom" into two physical rooms, e.g., one room with a toilet and sink, and a separate room for the shower. You're allowed one washroom per 4 sims, so playing a crew of 1-2 (with one washroom) or 5-6 (with two washrooms) will be slightly easier than playing a crew of 4 (with one washroom) or 8 (with two).
Test Subject
Original Poster
#8 Old 30th Jun 2015 at 10:20 PM
Quote: Originally posted by geekgirljess

Get home! This requires a working Rocket Ship to be built ($5000 to buy + $1000 to build) AND fully upgraded ($7750 total for all upgrades), along with the Communications module to be repaired and programmed. The Rocket Ship can be "tested" (by using it) before it is fully upgraded, but note that you run the risk of crashes and costly repairs. For a MUCH more reasonable challenge, you are allowed to buy/place the Rocket Ship when building the crash site; then you only have to worry about obtaining the $1000 to build, plus the upgrade costs. You may also, at your own discretion (and for a lower challenge rating), decide that some of the upgrades aren't necessary in order to "get home". I would vote, at a minimum, the first 3 upgrades are required ($2200 total cost).


I updated the rules above, to make the goal of "Getting Home" more reasonable.
Test Subject
#9 Old 1st Jul 2015 at 2:03 AM
Default The Crew
Woot! Made my crew and set up Oasis Sprgs. Now I am about to figure out how to construct the crash site.
Screenshots
Lab Assistant
#10 Old 3rd Jul 2015 at 4:28 PM
My crew hard at work :-)
Screenshots
Test Subject
Original Poster
#11 Old 6th Jul 2015 at 7:36 PM Last edited by geekgirljess : 6th Jul 2015 at 8:33 PM.
The Levity, a Bumblebee-class Transport Vessel
"Bumblebee-class Transport" is the name that has been applied, somewhat derogatorily, to any heavily-modified Firefly-class ship, or a ship that is cobbled together from mainly Firefly-class parts. This particular vessel, the Levity, features a rear engine module and wing-mounted VTOL (vertical takeoff and landing) thrusters like the Firefly, but has been retro-fitted with a science lab and hydroponic garden, reducing the cargo hold space but better equipping it for exploratory missions (as opposed to smuggling operations).

The name of the ship, Levity, comes from the two meanings of the word. The better-known meaning is that to do with lightheartedness, fun, frivolity, and a lack of taking anything too seriously -- which describes the Captain quite well. The other, lesser-known meaning comes from the Latin root levis, meaning "weightless" or "buoyant" (cf. levitate). Thus, by both definitions, levity is the opposite of gravity... perfect for a spaceship.
Test Subject
Original Poster
#12 Old 6th Jul 2015 at 8:04 PM
Levity: more floorplans and screenshots
Levity, like most ships of her size, has three main decks. The lower deck is typically comprised almost entirely of the cargo hold; Levity's cargo hold serves as a makeshift gym, and also boasts two small hydroponic gardens.

The crew's sleeping quarters are divided amongst the upper and mid decks, with a shower room and a toilet on each deck. The mid deck has been equipped with a medbay to treat any injuries or sickness, and a science lab for ongoing research while exploring the galaxy.

At the front of the upper deck of course is the bridge, which holds communications and navigation modules. The rear of the ship is home to the reactor core, which can be accessed from either the upper deck or the mid deck. And last but not least is the common room (aka, "the galley"), where the crew join together to take meals, socialize, and enjoy some light R&R during their sparse free time.
Test Subject
Original Poster
#13 Old 8th Jul 2015 at 3:43 AM
So, I had planned to post my crew after the ship, but Real Life got in the way, and I'm headed out of town for the rest of the week. Will hopefully have time next week to continue with my story. Good luck to the rest of you in the meantime.
Test Subject
Original Poster
#14 Old 20th Jul 2015 at 3:16 AM
Crew of the Levity
Yay! I've finally had the time to assemble my crew, and I'd like to introduce them here.

Captain Kitt Reel is the captain and commander aboard the Levity. Until recently, he was involved in various interplanetary smuggling operations, but after an encounter with the Galactic Patrol that nearly destroyed Levity (and almost claimed his life as well), he decided he was getting too old for all that. Now, he has rebuilt Levity, and is in the business of transporting teams of scientists on exploration missions, instead. Even so, he hasn't lost his mischievous side, though he has a way with people that helps them overlook his (sometimes childish) pranks.

First mate Sam Moore is an old childhood friend of the Captain's, but the two lost touch when Sam went off to the Galactic Academy (like his sister and brother after him), and Kitt began hiring himself out as a crewman for various... shady space transport jobs. Now that Kitt's out of that business, Sam is thrilled to be taken on as his first mate. As first mate, Sam has no officially-defined "duties" aboard Levity, other than help out where needed: he is a brilliant navigator and astrophysicist, often acting as pilot or co-pilot; he helps his sister Annie with her science experiments and assists his brother Noah with engine upkeep and repairs; he is also a fairly decent cook, and enjoys preparing meals for the crew.

Science officer Annie Moore is Sam and Noah's sister, and is a certified genius, having graduated first in her class at the Academy. When Sam introduced her to Captain Kitt, she took this as a welcome opportunity to put her education into practice, and persuaded the Captain to embark on a long-planned research mission. She also helped to secure funds to retrofit the Levity with a science lab and small greenhouse for her experiments. Captain Kitt isn't sure he likes all the changes Annie has made to his ship, but the money is good, and hey, this science chick ain't too bad on the eyes, either... (really, Kitt? your best friend's sister?)

Dr. Justin Theim met Annie in Academy, where they had several classes together. The two are thick as thieves, as they are both super-smart, and often go on and on about subjects (like Astrobiology and Geochemistry) that are way over the heads of everyone else... much to the annoyance of, well, everyone else. When Annie told Justin that she was putting together a research team for a planetary exploration mission, he asked to sign on as the ship's medic. Justin's not sure he likes the Captain (or the way the Captain looks at his friend Annie), and can't understand why everyone else seems to get along with him so well.

Sysop (systems operator) and communications officer Stormy Knight first met Kitt when she helped him with some "unauthorized systems access" for a black-market deal a few years ago. Since then, he has called on her often for these sorts of things: comms jamming, nav-sat system locking, access point breaching, and alteration of Cortex records: she's done it all. Recently, she barely escaped detection by the Patrol, and decided it might be best to "lay low" for a while. She called in a favor to Kitt, and is now the official sysop on Levity. She's aware that most of the other crew look at her strange, especially when she talks to her computer (or even worse, herself), and so she rather prefers to stay out of their way... just her, and her precious circuitry.

Mechanic Noah Moore is the wayward younger brother of Sam and Annie. After showing a promising start at the Academy (following in the footsteps of his brother and sister), he began running with a local "speeder" gang, and spent more time tricking out speeders and swoop bikes than he did attending class. After flunking out, he borrowed some money and opened his own tuning and parts shop, doing most of the engine modification work himself. He got into trouble with the Patrol after he was accused of being a front for a chop-shop (i.e., stealing vehicles to sell as parts); it wouldn't have been so bad, had Noah not thrown that first punch at the Patrol officer. Lucky for Noah, both his siblings are well-respected in the community, and he was released after a hefty fine. Now he's in Annie's "custody" (whatever that means), and she's dragging him along on some nerdy science thing. At least now he's got the chance to work on a real reactor core, not those puny repulsorlifts you see planetside.

Security officer Sunny Day is Captain Kitt's oldest friend, other than Sam. The two have flown more missions together than either can count, "moved" probably more than a billion credits' worth of goods between the two of them, and have saved each other's lives on more than one occasion. They get along extremely well, laughing at each other's jokes, and generally looking on the bright side of things, though Sunny sometimes has to reign in Kitt's enthusiasm, as she is very much the more level-headed of the two. She is also often forced to act as the intermediary between the Captain and the rare person who takes offense to his pranks. Sunny knows she loves the Captain like a brother, though sometimes she (and the other crew members) wonder if it isn't something more...

Ambassador Nikka Theim is Justin's older sister, and has quickly made her way up the political ranks of the Pangalactic Federation. Her diplomatic career has allowed her to travel to the most distant galaxies, making friends wherever she goes, but it has also taken her away from her home and family, whom she adores (especially her "baby brother"). When Justin told her of his new position as ship's medic on Levity, Nikka called in a few favors. Two hours before liftoff, Captain Kitt Reel was presented with an official Federal Requisition, commanding him to safely transport the esteemed diplomat, Nikka Theim, to her requested planetary destination. Nikka feels somewhat guilty about the subterfuge, but she's a believer in "the ends justify the means", and is excited to be able to catch up and spend more time with her baby brother Justin.
Screenshots

Crash Site Colony Challenge: http://crashsitecolony.blogspot.com/
Test Subject
#15 Old 21st Aug 2015 at 7:03 PM
I'm starting this now and will update with my crew soon. :D
Test Subject
#16 Old 21st Aug 2016 at 3:56 AM
Quote: Originally posted by geekgirljess
"Bumblebee-class Transport" is the name that has been applied, somewhat derogatorily, to any heavily-modified Firefly-class ship, or a ship that is cobbled together from mainly Firefly-class parts. This particular vessel, the Levity, features a rear engine module and wing-mounted VTOL (vertical takeoff and landing) thrusters like the Firefly, but has been retro-fitted with a science lab and hydroponic garden, reducing the cargo hold space but better equipping it for exploratory missions (as opposed to smuggling operations).

The name of the ship, Levity, comes from the two meanings of the word. The better-known meaning is that to do with lightheartedness, fun, frivolity, and a lack of taking anything too seriously -- which describes the Captain quite well. The other, lesser-known meaning comes from the Latin root levis, meaning "weightless" or "buoyant" (cf. levitate). Thus, by both definitions, levity is the opposite of gravity... perfect for a spaceship.


where did you find all those ship parts, they are pretty cool. plus when my sims 3 stopped working I had a whole city of ships, with ship parts and now I can't find any of them. would love to know where you got yours.
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