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Theme Seasons and Celebrations - posted on 1st Oct 2017 at 1:52 PM
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Lab Assistant
Original Poster
#1 Old 16th Dec 2012 at 3:35 PM Last edited by justJones : 9th Feb 2014 at 3:44 PM.
Default Test of Time (Sims 3 Version)
This is a long challenge which calls for a ton of rules to guide us along. I am not the creator of this challenge - SwallowTail87 is -This is a conversion of the Test of Time Challenge from The Sims 2 to The Sims 3
For The Sims 2 version at the forums anna220 has posted the rules
http://www.modthesims.info/showthre...25#startcomment

Challenge Basics:
Can your Sims stand to live through history? Or will they crumble, as so many have before them?
Stages: Neanderthal, Roman, Dark Ages, Medieval & Renaissance, Exploration and Colonization, Victorian, and Modern.

Objective:
To make it from the age of the Neanderthals to the modern world.

General Rules:
1) There are to be only bloodlines going from your original families. However, only during the Roman stage, you may add one single, adult CAS Sim as needed to the mix. These Sims may be of any class, however choose wisely.
2) Anytime anyone gets into a fight, the loser must be killed by your method of choice. (If the stage is after the Neanderthals, then you are to place their grave in a community graveyard. This is the only way you are allowed to purposely kill Sims in this challenge.)
3) Neighborhood rotations!
4) The women are to take the mens’ last name.
5) No cheats aside from move_objects on (For decorating houses and un-glitching things) and familyfunds.
6) Every time you woohoo, you have to try for baby.
7) Every time someone marries out of their social class, they are to take on the higher of the two classes.
8) After the Neanderthal Stage, seasons are set to summer, fall, winter, spring.
9) After the Neanderthal Stage, all objects are allowed for the most part aside from electronics and specified restrictions per social class and during the Dark Age. However, things such as the Telescope weren’t used until the Renaissance, so use common sense on what to use and what not to.
10) Salary caps mean that Sims in a specific class may not earn more than that salary. If they are accidentally promoted or earn more than that amount for any reason, then they must quit their job.
11) Women may not take jobs, however, they may earn money around the house by painting, farming, assisting a home business, etc.
12) Sims 2 Style Aging or Aging off (keep track of days played)
13) No Vacation until Renaissance

Neanderthal Stage (3 generations):
Basic: Welcome to the prehistoric times, Simmies! In the today's world we may think that we have all the knowledge, but can modern Sims last in this ancient world? Like all challenges, you must start with humble beginnings. Humble indeed!

1) Start with five couples of various skin color, each with an adult male and female. Each couple is to move into a small lot, placed next to each other and near water.
2) The couples are to interact only with each other. They may not even greet townies or NPCs.
3) The couples are to try for babies as frequently as possible. As soon as one baby is born, then try for another.
4) They cannot get jobs. They are to make their living by farming, and survive by farming (including orchards) and fishing as the only food source. You cannot do anything else to earn money, including digging for treasure.
5) Their funds, upon moving in, should be set to $3,000.
6) Seasons are set to summer year-round.
7) Objects allowed:
One small shack
5 beds (tents or the lowest cost single or double bed. Double beds and tents count as 2 beds.)
1 cheap loveseat
1 cheap stove/bonfire
1 cheap counter
1 cheap phone
Cheapest table and three cheap chairs
crops and trees (you may have to find seeds)
A pond
One sink
One cheap shower
One toilet stall or the cheapest toilet
One cheap dresser
One fridge
8) Once the kids grow up, they are to each buy the same size lot as their parents and have their funds set to $3,000, with the exception of the oldest two, who may live on their parents’ farm. (They both don’t have to, but one must.)
9) As soon as you have gone through 3 generations, move on to the Roman Age
10) Ranks are developed based on which family has the most money. To find out which has the highest rank, take any families with the same last name and add them together. Whichever family has the most money are the Emperors, the next are the Patricians, the next are the Plebeians, and last are the Slaves. There should be more Slaves than Plebeians, more Plebeians than Patricians, and only 1 Emperor’s family.

Roman (4 generations):
Basics: Now that humanization has progressed from the stages of early life, those who are smart enough to earn money have distinguished themselves as the most important in society. The great Roman Empire rises under the rule of only the richest, upper-class elite, and in comes the first period of great learning.

Emperor’s family:
1) The total amount of money calculated in step 10 of the Neanderthals is the amount of money the Emperor can begin building his Palace with (along with a bonus of $35,000). The Emperor’s family must start out with a large lot. Each additional spare child of the Emperor must be sent away upon marriage with a $5,000 gift. If relatives who are best friends with the Emperor are low in money and the Emperor has extra to spare, then you may subtract funds from the Palace and add them to the relative’s house.
2) Can marry Patricians only, or other blood relatives. They are the top of the top. They can take any job they want (Aside from the Emperor. He must be in Politics or Military), hire a maid, and just about buy anything but electronics and hot tubs. (Use your common sense, though. Ask yourself if Romans would have certain furniture.)
3) The Emperor is the eldest male in the family. The eldest male of your richest family from the Neanderthal Age is the starting Emperor. If he has no male descendants (unlikely) then as soon as he dies, then the next oldest daughter takes the throne, and her husband becomes Emperor.
4) The Emperor must have at least two Slaves or servants working for them.
6) Emperor’s family may stop having kids after giving birth to two boys. Keep in mind, though, they could get accidently murdered if another Sim assaults them on free-will.
7) Teens must go to school. The heir may take a job in politics

Patrician Families:
1) Start with a large lot, and give each Patrician family a bonus of $20,000. Patricians may take any job, aside from the heir, who must take a “respectable career” (Example: Medical, Politics, etc). If you are planning on having a Patrician male marry a descendant of the Emperor, then they must have a job in Politics. If a daughter is planning on marrying a descendant of the Emperor, then she must have a $3,000 gift in her inventory. If a daughter is planning on marrying the Emperor, then she must have charisma maximized, and a gift of $5,000 in her inventory. Salary cap: $1000
2) Can marry Patricians, Emperor’s Family, and non-heirs can marry Plebeians.
3) May have a slave or servant.
4) May stop having kids after four kids are born.
5) Must send their teens to school. The heir also cannot take a teenage job.
6) May own community businesses, as long as they aren’t too extravagant. Also may own farms, however a small farm requires 1 Slaves, a medium one 2 Slaves, and a large one requires 3 Slaves.

Plebian Families:
1) May take jobs in anything but a “respectable career”, or that a modern person would have to attend college for. Salary cap: $400.
2) May own community businesses, as long as they aren’t too extravagant. Also may own farms.
3) May marry Patricians, Plebians, or Slaves.
4) Girls must have a $1,000 gift in their inventory if marrying a Patrician. No gift is required for slaves.
5) May stop having kids after 6 are born.
6) May choose to send teens to school. If they are not sent to school, they are required to work at home or as a live-in-servant for Patricians and the Emperor’s family.

Slaves:
1) May take jobs working for Patricians, Plebians, or the Emperor’s family. They are not to be paid.
2) As soon as a slave is married, they are required to move away from their master’s house and into their own house (small lot)
3) Slave women must take jobs working for any of the other classes until they are married.
4) Slave men may take jobs working for other classes, or a job in Criminal. Salary cap: $400.
5) May never stop having kids.
6) Slaves houses may not have a bathtub, and can never have anything above the cost of $1,000. If they do, and a member of the Emperor’s family walks past the house, the adult male Slave is accused of stealing and is killed at the Coliseum within 3 days of the accusation. If the adult male is already dead, then his wife is killed, then the decreasing order from oldest to youngest.

Community Services
1) Roman Coliseum: Anytime a slave is caught having romantic interactions by their master, or is caught with an object that costs over $1,000, they are subject to the death of your choice at the Coliseum. The coliseum should be a large community lot. Once every seven days, a slave must be randomly chosen to be killed in the Coliseum. You can select them randomly by putting all the names of slaves into a draw, adding a name for each slave born, and removing one once it has been drawn.
2) Bathhouse: A community bathing lot should be complete with a pool, hot tub, sink, and bathtub. You may also include a toilet.
3) Add all rabbit holes and job lots (jynx's rugs are recommended but not required)

Dark ages (3 generations):
Basics: The Empire has fallen, and the Black Death and Vikings sweep across the land. Those who were once rich isolate themselves into individual manors, and cling to Feudalism for support and protection. The Emperors dissolve into monarchs, the Patricians into Lords, the Plebeians into Vassals and Vikings, and the Slaves into Serfs. Whenever someone falls sick, there is no other option than to kill them. The more children for protection, the better. There is no limit to the number of children you can have. Old customs are forgotten, and any NON-HEIR can marry anyone from any class. Heirs are restricted to marrying people of their own class. Villages are abandoned, and therefore community lots are destroyed.

Monarchs:
1) Live in a medium lot clustered around the houses of 2-4 lords and 4-6 vassals.
2) May take any job except Law Enforcement, Politics, and Military. $600 salary cap.
3) If any object above $3,000 is purchased and a Viking walks past the lot, the entire family is to be killed, and the Viking’s family comes into possession of the object.
4) Teenagers must go to school.
5) One of bookcases (cheapest) is allowed.
6) No recreational objects are allowed, aside from the bookcase. This rule applies to any musical instruments, telescopes, chess tables, etc.

Lords:
1) Live in a 30x30 lot.
2) May take any job except Law Enforcement, Politics, and Military, and PI. $400 salary cap.
3) If any object above $3,000 is purchased and a Viking walks past the lot, the entire family is to be killed, and the Viking’s family comes into possession of the object.
4) Teenagers cannot go to school.
5) No recreational objects are allowed.
6) Must give a gift of $1,000 to their Monarch every 7 days.

Vassals:
1) Live in any lot smaller than 30x30.
2) Must make their only income from farming.
3) At least 2 Serfs are required to work as farmers.
4) Must give a gift of $200 to their Lord every 7 days.
5) Teenagers cannot go to school.
6) No recreational objects are allowed.

Serfs:
1) Must have a positive relationship with their Vassal before marrying anyone.
2) Only upon marriage may Serfs leave their Vassal’s land.
3) Teenage Serfs must be sent to work for a Vassal. These Serfs may not attend school and must work as a full-time farmer.
4) If a Viking walks past a house with no Vassal and only Serfs, the family is to be killed.
5) Serfs may not get a job, but earn money by any other means necessary.

Vikings:
1) Parents may never befriend their children.
2) If a woman befriends another male Viking, they are forced to reproduce. If they are caught cheating, then the husband must fight the other Viking. If the husband wins, then the wife and other Viking are to be killed. If the other Viking also had a wife, then the Husband must marry her. If the Viking wins the fight, then the husband is killed and this Viking must continue to reproduce with her until she is an elder. If the Viking is unmarried, then he is required to marry her. However, if the woman befriends another Viking and is caught cheating once again, then the cycle starts all over again. Please note that this section has little historical reference, but is merely dramatized for plot twists.
3) Anytime someone walks past a Viking’s lot, then they are killed and the Viking wins money. If it is a Monarch killed, he is awarded $1,000 If it is a lord, $700. If it is a Vassal, $200. Serfs are killed anyways, but no money is gained. If another Viking walks past, then he/she is not killed.
4) Vikings may take jobs in the Criminal Career only, salary cap $500
5) No recreational objects are allowed.
6) Teenagers cannot go to school.
7) Women must marry.

Medieval & Renaissance (4 Generations):
Basics: With the fall of Vikings and the Black Death, governments emerge once again. Community lots develop, and old customs and learning once again emerge. Lords blend into Nobles, Vassals and Vikings blend into Merchants and Knights, and Serfs blend into Peasants. Learning resumes and sickness no longer claims millions of lives. For some young men, university life finally awaits.

Monarchs:
1) Must live in a large lot.
2) Must have at least one servant, and one Knight.
3) May stop having kids after one son; however keep in mind that if that son is killed, and the family is unable to reproduce another, then the entire family is demoted into Nobles.
4) May take any job; however heirs must take a job in either Politics or Military.
5) Male teens must go to school
6) Can marry Monarchs and Nobles.
7) No teenagers may take jobs.
8) If a monarch is attacked, and a Knight has higher body skill than the attacker, then the attacker is killed. If the Knight has less, then the Monarch and Knight are killed.
9) Monarchs must start with a no relationship with their Knight. Once per week, their relationship increases by one level ie) acquaintance->Friend->Good Friend (unless the Knight undertakes a quest (See Knight rules)).
10) Teenage girls must be sent to Finishing School (Boarding School)


Nobles:
1) Must live in a large lot.
2) Must have either a servant or Knight.
3) If a noble is attacked, if a Knight has higher body than the attacker, then the attacker is killed.
4) Heirs must marry Monarchs and Nobles, however non-heirs can marry Merchants or Knights also. They can fall in love with and reproduce with a Peasant; however if they are caught by anyone with a relationship lower than 50/50 then consequences occur. If they are male, then they are demoted to Peasant and can marry their lover. However, if it is a female, then she and her children are punished and isolated in her parent’s house. No visitors may visit her, however once her children turn adult, if they have maxed charisma, creativity, or logic, then they may leave. If they have maxed body skills and are at a relationship less than or equal to acquaintance with the woman’s parents, then they free the whole family and kill the parents. If they have maxed body and are at a relationship greater than or above Friend, then they find a way to escape and their whole family is freed. Please note that this section has little historical reference, but is merely dramatized for plot twists.
5) Teenage non-heirs may take jobs.
6) Heirs can be females! However, only one out of every 5 Noble families can have a female heir.
7) May stop reproducing after two children are born.
8) If a Noble is marrying a Monarch, then they must have a job in Politics or Military, and have logic, writing or charisma maxed. If a female is marrying a monarch, she must also have a gift of $3,000 in her inventory.
9) Males may take any job; However females may only be a part of the Education career or run a daycare
10) Salary cap: $900
11) Teenage girls may be sent to Finishing School

Merchants:
1) Must sell goods ie) seeds, metals, gems, rocks, bugs, etc.
2) Teenagers can take jobs.
3) Male Teens must go to school
4) May marry only Knights, Nobles, Merchants, and Peasants.
5) If marrying a noble, the Merchant must have either logic, creativity or charisma maxed. If a female is marrying a noble, she must have a gift of $1,000 in her inventory.
6) If a male Merchant has maxed body, then they may become a Knight.
7) Must have at least two children.
8) Salary cap: $600
9) May go on Vacation on Business

Knights:
1) May take jobs as Guards for the jail, working for Nobles and Monarchs, or work in the Military or Law Enforcement. Salary cap: $600
2) Males only!
3) Live in medium lot.
4) The first-born male child is born a Knight; however women are born Merchants (if the Knight works in a career track or as a Guard) or Nobles (if the Knight works for a Noble or Monarch). Other born males may choose to be a merchant or knight.
5) Can marry Merchants, Peasants, Nobles, or Princesses (Monarch daughters). However, if the Princess is caught doing romantic interactions and the Knight’s relationship is less than a friend with the King, then the Knight is to be demoted to Merchant level. If a Knight winds up accidentally getting a Princess pregnant before marriage, then the Knight is sent to jail and the Princess’s baby is sent away. If she visits the knight and becomes pregnant again, then the Knight is killed and the Princess is thrown out of the house along with her child.
6) OPTIONAL: Knights may take on quests to rescue princesses, fight a monster, etc. You can choose these quests. These quests will raise your relationship (You pick the amount varying on quest difficulty) with the King every time one is completed.

Peasants:
1) May take jobs as Servants or an “un-respectable” career. Salary cap: $400
2) Male teenagers may go to school.
3) Can marry Peasants, Knights, Merchants. They may fall in love and reproduce with Nobles; however, this carries consequences (See the Nobles rules)
4) If they possess an object worth over $2,000 and a Merchant, Noble, Knight, or Monarch with a relationship less than Good Friend walks by, then they are accused of stealing, and the eldest male is sent to prison.
5) Unlimited number of kids.
6) May not go on Vacation

Community:
1) Jail: Stony prison that contains the living quarters for prisoners. People who also have negative relationships with the king are sentenced here. People may visit the jail from 8:00 a.m. to 6:00 p.m. Breakfast are quick meals (Cereal, Bread and Jam, etc.) served at 7:00 a.m. and dinner is autumn salad served at 7:00 p.m. Prisoners may carry out romantic interactions with visitors if it is their wife or the girl they are courting; however if a guard walks past, then the prisoner misses the next meal. Jail cells are to have see-through windows, or a fence that stretches to the ceiling to replicate bars. There are to be two guards.
2) A variety of other community lots are acceptable.
3) Witch hunts: Once a week pick any sim at random and accuse them of witchcraft, they are to be sent to jail and later be executed within the week, and if any supernatural is exposed ie) transforms, uses magic, uses fairy magic, etc. is found out in public they are to be executed (This does not count to the randomly chosen accused).

cont...
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Lab Assistant
Original Poster
#2 Old 16th Dec 2012 at 3:35 PM Last edited by Stripes_of_Doom : 19th Dec 2012 at 1:54 AM.
Exploration and Colonization (3 generations):
Basics: Finally, people are starting to get out there and see the world! Many families, including yours, have decided to be one of the many American Colonists, and see life across the Atlantic for yourself. Monarchs and Patricians morph into the Upper Class, Merchants and Knights morph into the middle class, and Peasants morph into the Lower Class. Any tan skinned families must morph into Native Americans, and dark skinned families into slaves.

Upper Class:
1) Large lot.
2) Marry only Upper or Middle class.
3) Male teenagers are to attend school
4) Non-heirs may take teenage jobs.
5) Female teens are to stay at home and help around the house.
6) Must hire 1 Servant.
7) Males can take any job. Females remain unemployed. If they are plantation owners, then they are to hire at least 4 farmhands (Indians, the Lower Class, or Slaves).
8) Women and men may have affairs; however if the women is caught in an affair, the husband and other man fight. If the other man wins, then the Husband is killed and the Woman lives alone unless someone chooses to marry her. If the husband wins, the other man is killed.
9) May stop having kids after 1 child is born.
10) If they are farmers, then they are to live on a plantation.

Middle Class:
1) Medium lot.
2) Can own businesses or farms.
3) May have one servant.
4) Males can take any job. Females remain unemployed. If they are farm owners, then they are to hire at least 3 farmhands (Indians, Slaves, or the Lower Class). Salary cap: $700
5) Women and men may have affairs; however if the women is caught in an affair, the husband and other man fight. If the other man wins, then the Husband is killed and the Woman lives alone unless someone chooses to marry her. If the husband wins, the other man is killed.
6) Marry only Upper, Middle, or Lower class.
7) Male teenagers are to attend school.
8) Teens may take teenage jobs.
9) Female teens are to stay at home and help around the house.
10) May stop having kids after 2 children are born.
11) If they are farmers, then they are to have a small plantation.
12) Vacation allowed 1 per week

Lower Class:
1) Small lot.
2) Males may work as Farmhands or any career that does not require a rabbit hole Salary cap: $400
3) Females may work as servants.
4) Teens may not attend school.
5) Male teens may get jobs; female teens must help around the house.
6) Marry only Slaves, Indians, Middle Class, or Lower Class.
7) Women and men may have affairs; however if the women is caught in an affair, the husband and other man fight. If the other man wins, then the Husband is killed and the Woman lives alone unless someone chooses to marry her. If the husband wins, the other man is killed.
8) May stop having kids after 5 are born.
9) Vacation allowed 1 time every 2 weeks

Native Americans:
1) Must live in a large, wooded lot.
2) Sleep in tents or teepees (small, octagonal rooms).
3) Must have at least two kids.
4) No teens may attend school.
5) Houses should be clumped around other Native Americans, forming Tribes.
6) Get jobs as Farmers, Servants, or Farmhands.
7) They are killed or forced to sell their land and relocate if other families live too close to their tribe.
8) Marry only other Native Americans and the Lower Class.
9) Starting bonus of $10,000 is family-funded ONLY to purchase Native-themed furniture and landscaping.
10) No Vacation

Slaves:
1) Must live in a small lot.
2) Can work as Farmhands, Farmers, or Servants.
3) Must marry only slaves and lower class.
4) Killed if they get into a negative relationship with anyone with slave owners in the Upper, Middle, or Lower Class.
5) Killed if they have an object worth over $1,000 and someone in the Upper Class walks by.
6) If a slave is working as a farmhand and gets caught performing romantic interactions without their Master’s permission, they are killed. If they woohoo with and become pregnant by their master, the baby is put into slavery. If a male and female both have over 5 body skill and work as farmhands, their master forces them to reproduce, and the baby is born into slavery.
7) Unlimited Kids!
8) If they are a servant, as soon as they marry, they must move out.
9) No Vacation

Community:
1) A variety of other community lots



cont..
Lab Assistant
Original Poster
#3 Old 16th Dec 2012 at 3:36 PM Last edited by Stripes_of_Doom : 19th Dec 2012 at 2:06 AM.
Victorian (3 generations):
Basics: People have definitely settled down quite a bit since the original colonies had formed, and now the era points towards highly-groomed women and intelligent gentlemen. Say hello to bustle skirts and operas, in comes the Victorian Era! Native Americans slowly either are forced to move or face the wrath of the government. Yours have luckily chosen to stay behind; however half your Native American Families have been killed. The other half slowly blend into the Lower Class, until it is common to see a Native face in the cities. All slaves have been freed, so it has also become common to see a dark face in the cities. However, that doesn’t mean society treats former-slaves very well. People with light skin can only marry People with light skin, unless if they have the friendly, good, or schmoozer traits or have mixed parents. It’s about time a stable government has finally locked down on their Police Force, so now you don’t have to worry about any more murderous fights. However, now anyone who fights someone a class above them is thrown in jail, even if they lose. Congrats, you’re almost done!

Upper Class:
1) Large lot.
2) Marry only Upper or Middle class.
3) Male teenagers are to attend school.
4) Non-heirs may take teenage jobs.
5) Female teens are to stay at home and help around the house
6) Must hire 1 Servant.
7) Males can take any “respectable” job. If they are Plantation Owners, then they are to hire at least 3 Farmhands (Lower Class). Females remain unemployed or work in Education or run a Daycare
8) Women and men may have affairs; however if the women is caught in an affair, the woman is shunned by society (demoted to Middle Class), she and her husband are to be divorced, and she is sent to live with her parents or the man she was having an affair with.
9) May stop having kids after 1 child.
10) Parties must be thrown once every two weeks.

Middle Class:
1) Medium lot.
2) Can own businesses or farms.
3) May have one servant.
4) Males can take any job, including a Jail Guard or Farmhand. If they are Plantation Owners, then they are to hire at least 3 Farmhands (Lower Class). Females remain unemployed or work in Education or run a Daycare. Salary cap: $700
5) Marry only Upper, Middle, or Lower Class.
6) Teens may take teenage jobs.
7) Female teens are to stay at home and help around the house
8) May stop having kids after 2 children.
9) Women and men may have affairs; however if the women is caught in an affair, the woman is shunned by society (demoted to Lower Class), she and her husband are to be divorced, and she is sent to live with her parents or the man she was having an affair with.
10) Parties must be thrown once every two weeks.
11) Vacation 1 per week allowed

Lower Class:
1) Small lot.
2) Males may work as Farmhands or an “un-respectable” career. Salary cap: $300.
3) Females may work as servants.
4) Teens may not attend school.
5) Male teens may get jobs; female teens must help around the house.
6) Marry only Middle Class or Lower Class.
7) Women and men may have affairs; however if the women is caught in an affair, they are to be divorced, and she is sent to live with her parents or the man she was having an affair with.
8) Unlimited Kids!
9) Vacation 1 every 2 weeks

Community:
1) Jail: Stony prison that contains the living quarters for prisoners. People who are convicted of assault live here. People may visit the jail from 8:00 a.m. to 6:00 p.m. Breakfast is a quick meal served at 7:00 a.m. and dinner is autumn salad served at 7:00 p.m. Prisoners may woohoo with visitors if it is their wife or the girl they are courting; however if a guard walks past, then the prisoner misses the whole next day without food. Jail cells are to have see-through windows, or a fence that stretches to the ceiling, to symbolize bars. There are to be two guards.
2) A variety of other community lots are acceptable.

As soon as your 20 generations are done and the first child is born... Congrats! You’ve reached the Modern Age!
Lab Assistant
Original Poster
#4 Old 16th Dec 2012 at 3:37 PM
If there's anything impossible or just kind of randomly stated please tell me
Field Researcher
#5 Old 16th Dec 2012 at 3:39 PM
http://www.modthesims.info/showthread.php?t=453791

a similar challenge...... again just letting you know, I look at too many challenges, I am right now trying to keep 2 plus a building project as my only projects, otherwise I get to distracted.....
Lab Assistant
Original Poster
#6 Old 16th Dec 2012 at 3:44 PM
Woah... Again, woah... That's crazy! xD Well, I just wanted to convert it, hopefully well enough that it works out in Sims 3 and being basically the same as the Sims 2 one. I just put it on here so that Sims 3 players can also have a try at this one too. This one is absurdly long though. Nobody completed the original yet :p
Field Researcher
#7 Old 16th Dec 2012 at 3:52 PM
since you like long challenges you might want to take a look at the challenge I created:
http://www.modthesims.info/showthread.php?t=492346
Top Secret Researcher
#8 Old 18th Dec 2012 at 1:07 AM
This looks like something I'd be interested in, although I'd definitely make a lot of changes.

For one thing, I don't like Sims 2 style playing (to progress the neighborhood, play one household to age it up, then play the next to age it up, and so on) and it sounds like this challenge would need a lot of that. There are mods that allow you to basically control the entire neighborhood at the same time, which I would definitely use here. Biggest problems are preventing sims from marrying ineligible sims and taking jobs that aren't appropriate, so I'll need to work that out. I would play with a matriarchy instead of a patriarchy, but that's just my preference (and the challenge isn't aiming at historical accuracy, anyway).

Also, I would tweak it with the other expansion packs.

World Adventures: The Roman Empire traded with both China and Egypt, so those would be options for the higher classes/merchants. In the Dark Ages and Renaissance, (since this seems to be Anglocentric), they would have the most contact with France. The other two would open back up in the Exploration stage, especially China. Photography would start up in Victorian times (though they did technically have cameras earlier, they were mainly large, dark rooms; thus the entymology), nectar-making would go back to Roman times (though there could be Prohibition groups around in the Colonization stage - drama!), and martial arts didn't really take a hold in Western civilization until modern times.

Ambitions: Investigators would be available in Victorian, at least, but I'm not too sure about the others. The self-employed jobs should be fine through all stages, since they just keep track of how much you earn through that skill. The inventing and sculpting skills would work in Roman times onward, though they would probably drop in popularity in the Dark Ages.

Late Night: Can't think of much that could be used here, since it's mostly aimed at modern times. A fantasy alternate history with vampires could be interesting to play, though.

Instead of building a school in the town that only a few people get to use, I would use Generations' boarding schools. Imaginary friends - no. I still need to look up mods to make them stop coming. There's a lot more in this expansion for Victorian times, like the Proper trait, hairstyles, and items.

Pets: the dog has been domesticated for 10,000 years, so they should be available in Neanderthal stage. Cats haven't been domesticated for as long. They should be available in Roman stage, though I can't see them being too popular in the Dark Ages. Horses would probably come in at the same time.

Showtime: Jesters! You could have a community lot right next to the Emperor's/Monarch's/Uppermost class's house and call it a reception hall and add a performance stage. Other than that, there's not much here to use.

Supernatural: the Alchemy profession is historical, although not that it actually works. That could be a profession available for the middle classes in the Dark Ages. The rest of it is more suited for a fantasy playthrough. Or you could have them persecuted in the Dark Ages and eventually wiped out or driven out.

I would probably try a few alternate history versions of this challenge, too.
Lab Assistant
Original Poster
#9 Old 19th Dec 2012 at 1:11 AM
Hmmm... Good ideas hugbug. I should flesh out some things from the expansion packs. Maybe add in that finishing school (I completely forgot boarding schools existed in Generations). I'll start editing it and then we'll have a nice little update which hopefully will incorporate the Ep's. And you can play your own version, as long as you have 20 gen. and you follow the general rules of each stage loosely than you can do whatever you want.

I prefer rotating my households myself so I kept it to the whole Sims 2 playstyle :p
Lab Assistant
Original Poster
#10 Old 19th Dec 2012 at 2:08 AM
I've done minor edits: Added the Finishing School for the lady simmies. Inserted a witch hunt in the Renaissance period, and put rules on who and how often Vacations/Adventures can occur.
Top Secret Researcher
#11 Old 19th Dec 2012 at 2:42 AM Last edited by hugbug993 : 19th Dec 2012 at 6:00 PM.
I've done a bit of testing and it looks like this is doable Sims 3 style, so I'll definitely give this a try.

Just got a couple questions:

"3) The Emperor is the eldest male in the family. The eldest male of your richest family from the Neanderthal Age is the starting Emperor. If he has no male descendants (unlikely) then as soon as he dies, then the next oldest daughter without Skin 4 takes the throne, and her husband becomes Emperor."

I get the general gist of what you're saying, but what does "without Skin 4" mean? Is it referring to a skin tone or color?

Also, what world would you recommend for this? I can't think of many worlds that have five small lots next to each other and a body of water.

EDIT: just noticed this, but "creativity" isn't a skill in Sims 3. It's broken down into painting, writing, the music skills, and sculpting.
Lab Assistant
Original Poster
#12 Old 21st Dec 2012 at 11:41 PM
Quote:
Originally Posted by hugbug993
I've done a bit of testing and it looks like this is doable Sims 3 style, so I'll definitely give this a try.

Just got a couple questions:

"3) The Emperor is the eldest male in the family. The eldest male of your richest family from the Neanderthal Age is the starting Emperor. If he has no male descendants (unlikely) then as soon as he dies, then the next oldest daughter without Skin 4 takes the throne, and her husband becomes Emperor."

I get the general gist of what you're saying, but what does "without Skin 4" mean? Is it referring to a skin tone or color?

Also, what world would you recommend for this? I can't think of many worlds that have five small lots next to each other and a body of water.

EDIT: just noticed this, but "creativity" isn't a skill in Sims 3. It's broken down into painting, writing, the music skills, and sculpting.



Sorry about the skin 4 thingie, think nothing of it I missed things from the original as I converted it and I got rid of creativity (cause charisma is ambitious enough in the sims 3)

For the world... maybe that BYO Tropical Island world?
What I use is Setra, but I deleted all lots and placed a couple of lots near the body of water that I liked most
Lab Assistant
#13 Old 22nd Dec 2012 at 10:21 PM
Wow. This is...crazily long. I do like some of the rules, but 3 and 4 generations for each section seems a little much. 1 or 2 gens per stage would be better, I think. That takes it from 20 generations to about 10 or so, which is more like a normal legacy.
Top Secret Researcher
#14 Old 23rd Dec 2012 at 10:16 PM Last edited by hugbug993 : 31st Dec 2012 at 8:58 PM. Reason: Smilies still hate me.
I got my game all set up. I used Redwood Harbor as the world.

So, is this close enough to a body of water?



I've been playing for three in-game days. All five couples have gotten started on their means of making money. The fishers are doing pretty well on their own - they've already started catching and selling fish without my direction - but I might need to supervise the gardeners. They're all expecting to some degree. Three of them autonomously adopted dogs, too.
Screenshots
Lab Assistant
Original Poster
#15 Old 24th Dec 2012 at 2:57 PM Last edited by Stripes_of_Doom : 24th Dec 2012 at 5:14 PM.
Awesome start! I started it yesterday and one of my families obtained 4 horses (pesky animal lovers)! By the way I think that if they were closer to the water they would definately have a better fishing experience haha!

Still is the water green and thick,
He'll drag you under with his stick,
See flaxen gold floats there through the mist,
He killed someone's daughter with his wick,
An arm with grey skin bobs slowly in the pit.
Top Secret Researcher
#16 Old 24th Dec 2012 at 7:53 PM
So, I've played a little more. The founders' oldest children are all teens now. Got a few stories to share, too. No pics, though.

The Pyros are a cute couple. During Gyra's first pregnancy, I saw her rub her visible bump and then go up to Greg and flirt with him. He immediately complimented her appearance. She then gave him a shy kiss. I interpreted that as she was feeling insecure, so she flirted with him and he reassured her. He also continued to compliment her appearance throughout the pregnancy. Aww...

The Aquas, however, weren't doing so well. I decided to try out the "swimming in the ocean" thing I'd heard about in Seasons. Sven immediately burrowed down through the floor and got stuck in the foundation. Then while he was stuck, Sondra set the oven on fire. That was when the game decided to announce Sondra's second pregnancy. They had to replace the oven, the sink, and the counter. Also, Tyr Aero tried to steal their first kid. When he failed, Tana tried to steal the kid.

Speaking of the Aeros, Tana has an enemy (or "nemesis" (which reminds me of the Star Trek film and makes me think that they're entangled with a whiney, unthreatening clone of themselves)) in every household. She got to -100 relationship with her husband after only 6 days and an attempt to fix their relationship. The traits that are causing this: No Sense of Humor and Grumpy. Ironically, the Pyros both have Hot-Headed and they're still at +100.

The Ethers are currently in the lead, money-wise. They have more than $5,000, while three of the other families have less than a thousand and the Terras have less than $2,000. I think it might be the fact that they both have Dislikes Children. All the other families are constantly taking their kids out on family outings and at least one has to stay home. Ethan Ether, on the other hand, is going across the island to fish every time the kids cry. It could also be that one of them fishes and the other gardens. The gardeners are making more money and they get to stay on the lot, but they're limited in how much they can get from the plants. Esther is making just as much as the gardening households are, but it's supplemented by Ethan's fishing (and he likes leaving the lot, for some reason).

NRaas is doing a good job of handling most of the families whenever I'm away, except for the cars. The Pyros have about $200, but both of them have a $10,000 car in their inventory.

And we have our first teenage couple! Soren Terra and Rhonda Ether. Rhonda is planning to become a fisher like her father and Soren is working on his gardening skills. If they stick together, I'll move them into the Ether household.
Top Secret Researcher
#17 Old 26th Dec 2012 at 4:36 AM
Generation Three has arrived!

First, Rhonda and Soren did stick together. I got pics this time. Here's the engagement:



And the wedding itself.



This is a really nice world. I think I'll have to play it more often, when I don't have to change so much.

Anyway, they've produced the first of generation three. His name is Joe Ether. At the moment, he's a toddler.

There are three new households so far: two Pyros, one Ether.

So far, all the founders are elders, except for Tyr Aero. He's dead and looked oddly relieved to die. Tana didn't seem to care.

So do I start the Roman era when Generation 3 grows to young adulthood or when Generation 4 starts? Gen. 3 is the third generation in Neanderthal times, but it's not the third full generation since the founders didn't have childhoods.
Screenshots
Lab Assistant
Original Poster
#18 Old 26th Dec 2012 at 2:53 PM Last edited by Stripes_of_Doom : 29th Dec 2012 at 2:39 PM.
Quote:
Originally Posted by hugbug993
So do I start the Roman era when Generation 3 grows to young adulthood or when Generation 4 starts? Gen. 3 is the third generation in Neanderthal times, but it's not the third full generation since the founders didn't have childhoods.



Whenever you want as long as their is generation 3 around because the founders count as a generation. Glad you're liking it! Whenever the first 3rd generation is either a baby or adult, start the Roman Era.


I'm starting over myself because my set up was... bad. I forgot about how needy the babies were...

Still is the water green and thick,
He'll drag you under with his stick,
See flaxen gold floats there through the mist,
He killed someone's daughter with his wick,
An arm with grey skin bobs slowly in the pit.
Lab Assistant
Original Poster
#19 Old 29th Dec 2012 at 2:38 PM
Welp, two of my sims were struck by lightning while gardening... -_- Now both of them had concieved their 6th child. Now for both households the father has to take care of 5 toddlers/babies and 1 child as of late Dx

Still is the water green and thick,
He'll drag you under with his stick,
See flaxen gold floats there through the mist,
He killed someone's daughter with his wick,
An arm with grey skin bobs slowly in the pit.
Test Subject
#20 Old 29th Dec 2012 at 3:28 PM
Default So it began...
I decided to start this yesterday and have been finding it pretty simple so far, although I bought a fire pit to make the fish edible. I have no fridge or stove and all the families keep adopting pets while I'm not playing their household so I currently have a family with a dog who has puppies, a family with a cat who has kittens and a family with a horse who keeps eating their crops.
Everyone now has a baby although the Artis family had twins which I think gives them a distinct advantage when you consider that the sooner they grow up the sooner they can become real helps around and about. Other wise, everything seems to be fine. I have set up 5 small huts and no one has died yet which is a relief.
Top Secret Researcher
#21 Old 30th Dec 2012 at 8:08 AM Last edited by hugbug993 : 31st Dec 2012 at 8:57 PM. Reason: Putting pictures under spoilers because the jumping is annoying me
TOGA TIME!

Well, except for the fact that The Sims 3 doesn't have togas. I haven't been able to find any good CC togas, either. But togas alliterate with time, so that works that way.

Anyway, here's how things are going so far.

A few days ago, Esther called the remaining founders to her yard to have talks with them. There was only one remaining from each family.


And so their descendants' fates were sealed.


A few sim-days after that:



The Roman Era begins!

The Ether family took control of the new empire, with over $80,000. Since Esther died the day before Joe Ether became an adult, Rhonda - as the oldest female in the family - became the Empress.



Rhonda as Roman Empress, along with her oldest daughter.

Their family is now located in the largest lot, which happens to be a former fishing spot. Also, it has a waterfall.



A very nice location, even if the house sucks.

The Pyro family came in second place at around $50,000. They will be the new patricians.

The Terras were in third place with about $17,000, so we have our plebian population.

The Aquas narrowly got into fourth place with their $15,000. I haven't decided whether they'll be plebians or slaves, since they were so close to the Terras.

And the clear loser was the Aero family with less than a thousand in cash. Should have spent less time annoying people and more time working.

I haven't started on this era yet (still setting things up and trying to figure out how to keep them from adopting pets, because setting the number of pets allowed in a household to zero apparently still leaves room for them) but starting from now, I'll measure the generations based on the Empress/monarch and her kids.

Also, welcome to the challenge, Simmerverse!
Lab Assistant
Original Poster
#22 Old 30th Dec 2012 at 6:46 PM
Quote:
Originally Posted by hugbug993
I haven't started on this era yet (still setting things up and trying to figure out how to keep them from adopting pets, because setting the number of pets allowed in a household to zero apparently still leaves room for them)


If you're using Twallan's Storyprogression There should be an option about the Max. pets in a household being 6? Which you should set to 0 and than change accordingly, and the base amount should also be set to 0 as well. That's what I did, but Awesome Mod may have played a part of it.

Simmerverse, happy you're doing this challenge as well! If you use Awesome Mod's Sims 2 Style Aging, it'll even freeze pregnancies while you're away from the household, if you don't want those pesky names those sims come up with. Xana? Really? I don't want no daughter named Xana! >.< I mean if you wanna use mods which both Twallan's Storyprogression and Awesome Mod can be really helpful for this challenge (without an unfair advantage). But, don't give anybody the Gatherer trait. They will make WAY too much money WAY too fast!

Still is the water green and thick,
He'll drag you under with his stick,
See flaxen gold floats there through the mist,
He killed someone's daughter with his wick,
An arm with grey skin bobs slowly in the pit.
Top Secret Researcher
#23 Old 30th Dec 2012 at 7:46 PM
Quote:
Originally Posted by Stripes_of_Doom
If you're using Twallan's Storyprogression There should be an option about the Max. pets in a household being 6? Which you should set to 0 and than change accordingly, and the base amount should also be set to 0 as well. That's what I did, but Awesome Mod may have played a part of it.


That's what I did. They're still adopting. At least the pets aren't hunting anything. And one member of the second generation named his cat after his dead mom, so that was kind of sweet.
Lab Assistant
Original Poster
#24 Old 30th Dec 2012 at 11:02 PM
Quote:
Originally Posted by hugbug993
That's what I did. They're still adopting. At least the pets aren't hunting anything. And one member of the second generation named his cat after his dead mom, so that was kind of sweet.


Well, than maybe they just didn't have time to adopt before I came rolling back to their households ruining their lives! (and making it better)

Still is the water green and thick,
He'll drag you under with his stick,
See flaxen gold floats there through the mist,
He killed someone's daughter with his wick,
An arm with grey skin bobs slowly in the pit.
Test Subject
#25 Old 31st Dec 2012 at 2:40 AM
This challenge is SO cool! I'm definitely going to try it. Bookmarked.
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