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Instructor
#876 Old 22nd Feb 2015 at 3:26 PM Last edited by PlatinumPlumbbob : 22nd Feb 2015 at 4:31 PM.
Hey, does anybody know how to start this challenge? Last time, I began this challenge as a subhood for Veronaville, and I just made a County on one side of the Arbordale.sc4 template and intended to make a Barony on another portion of the terrain. The County and Barony both had surrounding villages (apartments) for the bourgeoisie and peasants and a few independent houses for the gentry. The entire terrain was owned by the dual monarchs (King of Simland and his co-regnant wife Queen of Simland). Despite all the houses I built for the County and some of the Barony, I actually just played with the County, which had two families (the Count and his family as well as a Bourgeoisie family). I created two stories and uploaded them online. But it was sort of feudal in concept with a lot of high-tech furniture. Even in the stories, I mentioned how the two families were at or above the Bourgeoisie, so they could use the aspiration rewards. Is it okay to just start with a few families, tied to the unseen Mother Country, and allow the few families to grow into a huge colony that eventually declares independence from the Mother Country to form an independent city-state? When that happens, that's when the FULL rules of the challenge begin to be applied.

The Building Nightmare Challenge (Sims 2) - Create the Nightmare of your fears!
The Harder Orphanage Challenge (Sims 3) - Drive your Babysitters crazy!
The Midwife Challenge (Sims 2) - Care for Children!
Lab Assistant
#877 Old 22nd Feb 2015 at 6:50 PM
Okay, so did some more building last night/today. I have NO idea if I did this right, lol!
The area in red is the barony. Sir Charles lives in the brick house off to the left.
The area in orange is the Viscounty. The Viscount's house is right in front of the fief house on the right.
The whole green area is the County. His house is set behind the house of the Viscount.

All the smaller houses set on 3 x 3 lots are fiefs.
Screenshots
Instructor
#878 Old 22nd Feb 2015 at 7:09 PM
Quote:
Originally Posted by meginmd
Okay, so did some more building last night/today. I have NO idea if I did this right, lol!
The area in red is the barony. Sir Charles lives in the brick house off to the left.
The area in orange is the Viscounty. The Viscount's house is right in front of the fief house on the right.
The whole green area is the County. His house is set behind the house of the Viscount.

All the smaller houses set on 3 x 3 lots are fiefs.


What terrain template is that? I see that it is very flat. There are a few mountains, but they don't even touch the roads much. So, the flat liveable area is quite large.

The Building Nightmare Challenge (Sims 2) - Create the Nightmare of your fears!
The Harder Orphanage Challenge (Sims 3) - Drive your Babysitters crazy!
The Midwife Challenge (Sims 2) - Care for Children!
Instructor
Original Poster
#879 Old 22nd Feb 2015 at 7:14 PM
Meginmd, your county can be quite a lot bigger, as can the viscounty--a county can be up to 350 plot squares, so even if most of it is wild/unsettled territory, it can easily be drawn a lot bigger to give you room for multiple fiefs to be located within it. The same goes for the viscounty that can be up to 250 plot squares. The viscount's house would be inside his fief, as would the earl's, and so forth. Everything can be quite a bit more spread out.

As to your other question:
Quote:
Originally Posted by Meginmd
I've been happily building my kingdom and just have one question: can I create a dukedom?
When I rolled, I ended up with a baronetcy, a viscounty, and a county.
But that leaves me with no noble families!


Actually, you have three noble families--an earl, a viscount, and a baron. If you would prefer to have a duchy, you might consider just consider making one of your other nobles a duke and converting that fief to a duchy. It's up to you. The main thing is keep some balance between the classes so that you don't have too many noble families in proportion to the lower classes.
Lab Assistant
#880 Old 22nd Feb 2015 at 8:02 PM
Quote:
Originally Posted by PlatinumPlumbbob
What terrain template is that? I see that it is very flat. There are a few mountains, but they don't even touch the roads much. So, the flat liveable area is quite large.


I honestly have no idea, sorry! Maybe Arbordale or Pleasantview? I wasn't paying attention when I chose it. I wanted one that would give me lots of room to spread out, so to speak.
Instructor
#881 Old 22nd Feb 2015 at 10:21 PM
I think I am going to put this challenge on my to-do list. I'll get around to it eventually.

The Building Nightmare Challenge (Sims 2) - Create the Nightmare of your fears!
The Harder Orphanage Challenge (Sims 3) - Drive your Babysitters crazy!
The Midwife Challenge (Sims 2) - Care for Children!
Test Subject
#882 Old 23rd Feb 2015 at 4:53 PM
Hello,
I would love doing this challenge but I really hate doing the set-up, and I'd like to ask of there is a neighbourhood download for this.
It looks like a great challenge and I really want to try it.
Instructor
#883 Old 23rd Feb 2015 at 6:25 PM
Quote:
Originally Posted by LegacySimsAwesome
Hello,
I would love doing this challenge but I really hate doing the set-up, and I'd like to ask of there is a neighbourhood download for this.
It looks like a great challenge and I really want to try it.


Some people are already doing the challenge using no historical custom content at all. They just stick with modern furniture and maybe a few necessary mods. That said, you may select any of these populated neighborhoods.

http://www.modthesims.info/browse.p...&gameSP8=1&gs=1

Help yourself. You can pick one, any one, and begin the challenge using the pre-created families or create your own families.

The Building Nightmare Challenge (Sims 2) - Create the Nightmare of your fears!
The Harder Orphanage Challenge (Sims 3) - Drive your Babysitters crazy!
The Midwife Challenge (Sims 2) - Care for Children!
Lab Assistant
#884 Old 27th Feb 2015 at 12:05 AM
Hi! I'm new to this challenge, so I haven't posted in this thread yet. This looks like it's going to be really fun!

My neighborhood's going to be more medieval-set, and I'm kind of making it a medieval Megahood. I'm extracting some of the Maxis characters with SimPE and cloning them in Bodyshop. I've changed some of the names, too (I just can't have a medieval woman named Brandi!!), along with some of the ages to mix things up.

The Goths are the royal family, and some of the other families are:
- The Montecchis (nobles). Their backstory is that they made their fortune in banking, a la the Medicis. When they joined the nobility, they passed their business along to the Wrightley family.
- The Capulets (more nobles). I'm going with the patrilineal system, so Cornelia, Goneril, and Regan all took their husbands' names. Kent is the heir. He's seventeen now, and has felt a calling to life in the Church. But that would mean (I assume) that his nephew Tybalt would inherit the duchy of Ludshire once Duke Consort dies. Although he's only eleven, Tybalt seems to be cruel and cold-hearted, and Kent is worried about what would happen to the people of Ludshire if Tybalt were in charge. So, he's thinking about getting married.
- The Curiouses Monoculuses. Glarn Bursegand Monoculus is the royal astrologer. He and his wife Kitty Anne have three sons. They're all very intelligent, but the middle child, ten-year-old Vidcund Edmund is in terrible health (health score 10).
- The Beaker Ilwicht family: Loki, his wife Circe Hawota, and his younger sister Thora Bjorndottir. Thora is dumb but sweet, and is currently Queen Cornelia's only lady-in-waiting. Loki, the royal alchemist, is pretty much her polar opposite, evil and cunning. Hopefully he's content to be the alchemist and not astrologer- I'd be really concerned for Bursegand if he is!! Hawota's evil too, but I haven't come up with any ideas on what she could do. Any ideas, anyone?
- Olive Specter, whose new name I haven't come up with yet, will be a hag selling suspicious potions in her creepy shop. EEE-hee-hee-hee-hee....!
- The Dreamers, now the Potters, are guess what- potters! Shocker!! (And they still wear plenty of blue.)
- The Brokes are now the Godbiemiduses, and serfs (what else?) There's John (Skip), Maudie (Brandi), Matthew (Dustin), Ralph (Beau), and Eliza (the one Brandi's pregnant with at the start of the game; exported from my modern-day Megahood). After three children with no midwife present at any of the births, Maudie's body's fairly worn out right now. Although she would like more kids, she and John have decided they should wait until she's gained back her strength. But John's a Romance sim with three nice points, and although he loves her, will he be able to practice self-control and wait, or will he look elsewhere for physical contact?
I think this is the one family I'm going to play more as a challenge as opposed to a playstyle. Matthew's probably going to try to get ahead by thievery, while the other two kids will probably try to get ahead by behaving themselves.
- Most of the other serfs are townies or NPCs I've moved out on their own and married off to each other. If there's a townie kid with either parent's facial structure, I use the Sim Blender to have them adopt him or her and pretend that he/she's their biological child.

I'm still working on it, and I'm not ready to really play yet. I haven't extracted all the sims I'm going to use yet, haven't gotten all the houses, etc. But it's still fun! Sometimes (for me anyway) a big part of the fun of Sims is planning things out, which might sound pretty geeky.

I've got a few questions...

1. About the self-sufficient economy: I'm using Beck's choppable tree. For the exchange rate, I was thinking that a chair = one piece of lumber, a loveseat = 2 pieces, single bed = 3 pieces, single bed w/canopy = 4 pieces, etc. But the thing is, each log sells for $100. Say my (pretend) furniture maker wants to sell a single bed that has a catalog cost of $200. The furniture maker would lose $100!

2. How would I play the exchange system? Would my woodchoppers set up a home business and sell the pieces as they get chopped? In that case, how would the furniture maker buy the wood for his furniture? Should I teleport him to the lot, put a piece into his inventory, then have him send them $100?

3. I was going to have a blacksmith that sold the DR robots, and using Sunni and Frac's mine objects, have the blacksmith pay the miners however much the iron used to make the item would cost. But from what little I've tested, each ore sells for $25. A SentryBot sword costs (IIRC) $720. Rounding up, wouldn't that mean the blacksmith would have to buy 29 pieces of ore?! I was thinking about just pretending the whole thing by having him send the miners however much the bot would cost, and just pretend they have that much more available. Any thoughts?

4. There was that wheat object mentioned earlier in the thread that didn't have a lot of instructions on how to use it. Has anyone tried it? If so, what did they think?

5. You mention in your Warwickshire neighborhood that some duchies produce alcohol and sell it. How do you do that? Do you sell objects like the Barrel of Inebriation, or is there another system that you use?

6. This one's about titles and so on: Okay, the patriarch of the Montecchis is Lord Patrizio, a Marquis. If I understand the page you linked to earlier in the thread right, that means his eldest son, Lord Claudio, is an Earl. But what about his second son, Lord (?) Antonio? The page talks about how to address second sons, but not what title they would have or what "level" they'd be at.

7. Lord Patrizio's youngest child is his only daugher, Lady Bianca. What would her title/"level" be?

Thanks in advance for any answers or input!

I can't thank you enough for all the work you've put into this!!! I can't imagine how long and how much effort it must've taken.

Hey- if you said something to me in a post and I didn't write back, I'm sorry. Sometimes I don't feel good enough to post and by the time I'm able to the thread's old enough that I feel kind of weird about bumping it just to post one or two sentences. So please don't take it personally! :)
Instructor
Original Poster
#885 Old 28th Feb 2015 at 6:50 PM
Quote:
Originally Posted by Macaroodle
Hi! I'm new to this challenge, so I haven't posted in this thread yet. This looks like it's going to be really fun!


Welcome! It's always nice to meet new simmers and hear about their stories and ideas. I hope you'll post some pics to let us see how things develop for you. One suggestion for Hawota, could she be a midwife? sounds like you could probably use one.

Quote:
Originally Posted by Macaroodle
I've got a few questions...

1. About the self-sufficient economy: I'm using Beck's choppable tree. For the exchange rate, I was thinking that a chair = one piece of lumber, a loveseat = 2 pieces, single bed = 3 pieces, single bed w/canopy = 4 pieces, etc. But the thing is, each log sells for $100. Say my (pretend) furniture maker wants to sell a single bed that has a catalog cost of $200. The furniture maker would lose $100!


Of course, this all depends on your exchange rate. What I generally do is have my carpenter buy wood from the woodcutter. He then sells the wood back to the EA silent corp and exchanges it for furniture. It is also possible to sell the wood and buy investment coins so that the amount will appreciate over time. If your carpenter buys new furniture on the first day of every season, it gives the coin time to go up in value; hence, the ability to purchase more furniture or whatever with the money. The other alternative is to go in to SimPE and adjust the prices of raw materials to fit your economy, but that's a little more work--easy to do, just another step in the process.

Quote:
Originally Posted by Macaroodle
2. How would I play the exchange system? Would my woodchoppers set up a home business and sell the pieces as they get chopped? In that case, how would the furniture maker buy the wood for his furniture? Should I teleport him to the lot, put a piece into his inventory, then have him send them $100?


Yes, that is what I do. I set aside a certain portion of the raw goods on the side to merchants who need to buy it, and that way I can set the price without the EA corp deciding what it "should" cost. The rest I sell in the shop to random customers who show up.

Quote:
Originally Posted by Macaroodle
3. I was going to have a blacksmith that sold the DR robots, and using Sunni and Frac's mine objects, have the blacksmith pay the miners however much the iron used to make the item would cost. But from what little I've tested, each ore sells for $25. A SentryBot sword costs (IIRC) $720. Rounding up, wouldn't that mean the blacksmith would have to buy 29 pieces of ore?! I was thinking about just pretending the whole thing by having him send the miners however much the bot would cost, and just pretend they have that much more available. Any thoughts?


Hmmm ... isn't it good to buy cheap and sell high? If your materials cost equals your finished product cost, there is no markup. And your blacksmith doesn't get paid. What am I missing here? Maybe I don't understand the question. Looks to me like he could buy two pieces of ore for $50 and sell the bot for $720 and make a tidy little profit. Right?

Quote:
Originally Posted by Macaroodle
4. There was that wheat object mentioned earlier in the thread that didn't have a lot of instructions on how to use it. Has anyone tried it? If so, what did they think?


I have it downloaded, but haven't gotten around to playing with it much in my game. Once you place it on the lot, I think you have to wait a while for it to mature, then you can harvest it--but I'm not entirely sure how it works.

Quote:
Originally Posted by Macaroodle
5. You mention in your Warwickshire neighborhood that some duchies produce alcohol and sell it. How do you do that? Do you sell objects like the Barrel of Inebriation, or is there another system that you use?


This has been a longtime dream of mine, yes. But, I've never really developed a whole system. For a while, I had some maxis garden vegetables that I designated as "wheat" or "barley" and had those sold to a brewer, or a winemaker, who then ran a pub, but that was about the size of it. With the new crafting tables over at PBK, I am laying in what for what is in store for us there, because wine and other liquors are on the list!

Quote:
Originally Posted by Macaroodle
6. This one's about titles and so on: Okay, the patriarch of the Montecchis is Lord Patrizio, a Marquis. If I understand the page you linked to earlier in the thread right, that means his eldest son, Lord Claudio, is an Earl. But what about his second son, Lord (?) Antonio? The page talks about how to address second sons, but not what title they would have or what "level" they'd be at.


All are at the father's class and station, i.e. noble, level 13. However, only the eldest son can inherit the title and the fief. If the father wants to purchase additional titles for his sons he may, or they may do so themselves when they come of age, earn the money, or whatever. But their title is stable, and taken from their father's class and station. The thing is--they want and need those titles because that is the best way to accrue royal favor points, through the holding of a fief. And royal favor means big benefits, i.e. power and influence at court.

[
Quote:
Originally Posted by Macaroodle
]7. Lord Patrizio's youngest child is his only daugher, Lady Bianca. What would her title/"level" be?


Level 13, until she marries, at which point she will take her husband's class and station. Marry well, milady; marry well. Another reason it is good for the family to have royal favor.

Quote:
Originally Posted by Macaroodle
Thanks in advance for any answers or input!

I can't thank you enough for all the work you've put into this!!! I can't imagine how long and how much effort it must've taken.


No problem--it is truly my pleasure.
Test Subject
#886 Old Yesterday at 3:57 PM
I hope this isn't already asked, but at page 59, table 39, what does hiring requierment and boarding school mean? Is this about what the teachers should have learned? I am sorry if this is a stupid question.
Instructor
Original Poster
#887 Old Yesterday at 7:53 PM
Hi, LegacySimsAwesome
Yes, that's right. The table shows what education level the professors should have attained for each of the institutions given on the chart. The secondary requirements, i.e. Boarding School, or Badges & Skills, etc indicates how many of the total points required must come from that category. So, for a Gentry class Nanny: she should have 15 education points total, with a minimum of 8 of them coming from boarding school and 5 from badges and skills--those are minimum requirements, and do not add up to the total. So the other two points can come from anywhere after that.
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