Since a few people have mentioned they can’t see the rules through the link to the boolprop forums, I thought I’d post them here. The last official update was for Pets, so I’ve made some (unofficial) changes to encompass later EPs (eg new careers) – feel free to make suggestions!
This challenge is so unique and so different that you’d be hard pressed to find any one like it. The challenge is what you make it, you pick your rules and limitations through mini challenges and then, halfway through the challenge you choose your own path. How do you want your family to go? Towards the light…or towards the dark? Remember though, it all comes full circle.
Have you ever wanted to try an apocalypse challenge but found the rules too restricting? (And there are so many of them!) This challenge is for you! It’s a kind of a mix between an apocalypse and a choose-your-own-adventure book. (Does anyone remember those besides me?) It’s also perfect for those who crave a challenge that begins in the past, and becomes more modern with each generation. It’s fantastic for story-telling, but would work well for a commentary-type story as well.
Your founder may be male or female. You may purchase any size empty lot in any town to begin with.
- CC is fine, but using mods in a way that gives you unbalanced advantages is not.
- Due to a shortage of the availability of birth control, the world is overpopulated. The government puts strict limits in effect: Sims may only have one child per household.
- There can only be one baby per generation, unless you randomly get twins/triplets (Fertility Treatment LTR is not allowed). If that happens, the eldest will be heir/heiress, and you may not control the others at all throughout their lives. If you have Generations, the non-heir twin or triplets must be sent to boarding school during childhood and teenhood (this is allowed even if phone use is not yet unlocked). Upon their YA birthday, all non-heirs must move out immediately.
- While twins/triplets from the first pregnancy will not count as a restriction broken, any other children born in the house will – this includes alien babies if you choose to raise them (SE)
- Homes are limited to one room in the house per occupant. For example, a house with just the founder will be a studio with everything open (half-walls are allowed, however). A house with the founder, his spouse, and his child can have a kitchen, a living room, and a bedroom. When the founder grows old and passes on, you do not have to delete a room now that you have one less sim in the house, but the next time you add a sim to the household, that existing room is claimed by the new sim, and another may not be added. A room is defined as any area entirely enclosed by walls; this included garages and other rooms not connected to the main house.
- The family may move to different towns or lots, but the room rule must apply, so if you move just your heir to a new lot, he’ll be back down to a one-room house again.
- Compendium farming is not permitted.
Generation 1 – Garden of Eden:
- Must have a pond and plant a garden on the lot.
- House may only be wood or stone, with a dirt, stone, or wood floor.
- Wooden windows are allowed.
- Electricity has not yet been invented, so NO lights (except candles/torches) or electronics.
- Toilet must be placed outside, outhouse-style (except without the “house” part…so no walls enclosing it).
- No showers allowed, and the tub must be placed outside (I.E. filled with pond water).
- Since zombies and paparazzi may prevent sims from peeing/bathing if they are hanging around, the toilet and tub may be enclosed by fences, provided the fences are not full wall height.
- Since there is no running water, sprinklers/pools may not be used (this includes water slides and hot tubs).
- Only the cheapest washing machine is allowed, and no dryer (just the clothes line).
- Males must enroll in military, gardening or fishing career. Females must enroll in the culinary, gardening or fishing career. Either could also choose to run a horse ‘ranch’ (breed and sell horses, and enter competitions for money) – can be the horseman self-employment career.
- Women must have babies at home – NO hospital (this includes all other hospital interactions available in later EPs, such as flu shots and plastic surgery)
- No travel (planes haven’t been invented yet).
- Can only gain athletic skill from the weight bench, jogging or swimming (footballs/baseballs/kicky bags/any other kind of balls also allowed).
- No cars, including carpool. Must purchase a bike or ride a horse.
- 2nd generation heir must get to level 5 skill of two of the following before he/she becomes a YA: gardening, fishing, riding, cooking.
- No phone use (they haven’t been invented yet). Must go to others’ houses to visit/meet someone. You MAY use the phone to cancel the carpool/school bus, however.
- Gen 1 Mini Challenge: NO fridge allowed until the founder or spouse reaches level 10 of his/her chosen career. Sims must eat from their own garden. Before their garden is providing food, they will have to find others’ gardens from which to eat. +3 points
Generation 2 – Sound of Music:
- Heir must choose between music career or self-employed artist/sculptor.
- Spouse may work in any of the listed jobs the heir did not choose, or culinary, fishing, gardening or ranching/riding.
- Cars/carpools – gen 2 heir/spouse masters handiness
- Walls/Floors may be made of anything – gen 2 heir/spouse masters painting
- Radios able to be purchased – reach top of career
- Plastic Surgery available at hospital – reach top of career
- Gen 2 Mini Challenge: Make at least 1000 simoleons by busking (no subway busking). +3 points
Generation 3 – Let there be light!:
- Your heir has a choice between the science and inventing career field.
- Spouse may work in the field the heir did not choose, or any other previously unlocked profession.
- When the heir reaches the top of the inventing or science career:
- the light bulb is invented and lights can now be placed. NON cell phones may also be used, as well as telescopes;
- Sims may now use planes to travel to foreign lands, and the portal to the future;
- Indoor plumbing has been invented, so dishwashers, toilets and showers may now be placed indoors;
- Homes now have running water, so pools, hot tubs and water toys may also be purchased;
- Dryers of any quality may now be purchased, and you may now replace the cheap washer with an expensive one
- Advanced technology items, such as the food synthesiser, may be purchased (ITF)
- Sims may now scuba dive (IP)
- Babies may be born in hospital, and other hospital options, such as flu shots, may be utilised
- Gen 3 Mini Challenge: Discover all potions and inventions during this generation. +3 points
Generation 4 – Sports & Entertainment:
- Your heir has a choice between the acting career, sports career or any Showtime profession.
- The spouse may work in the field the heir did not choose, or any of the previously unlocked professions.
- Once the heir has reached the top of the acting career or the sports career:
- Televisions, cameras, cell phones, and arcade games are able to be purchased
- Workout machines (treadmills) may be purchased
- Bot building station may be purchased, and plumbots may be built (ITF)
Generation 5 – Crossroads: Criminal vs. Law Enforcement:
- Heir has a choice between the criminal or law enforcement career.
- Spouse can ONLY choose one of the previously unlocked careers.
- If heir chooses the criminal career track – every child born afterwards will need to be given the “Rebellious” trait, until a future heir (generation 9) reaches the top of the law enforcement career.
- Once heir reaches top of criminal track, couples can have as many children as they want, because they’re used to breaking the law anyway. Proceed to Generation 6-b
- If heir chooses the law enforcement track – every child born afterwards will need to be given the “No Sense of Humor” trait, until a future heir (generation 9) reaches the top of the criminal.
- Law enforcement track allows sims to purchase and use home security systems. Proceed to generation 6-a
- IF HEIR CHOOSES PRIVATE INVESTIGATOR:
Private Investigators can choose to have high morals, which would conform with track A, or they can choose the more under-handed road, which would designate them onto track B.
- Less ethical investigators (the B track) are those who bribe or beat up sims for information, rather than befriending them. They steal objects from others and claim them as “evidence,” and blackmail other sims. Performing any of these actions forces the challenge onto the B track. Avoiding these and taking the high road allows the challenge to enter track A.
- Whichever kind of PI the heir decides to be has an effect on what kind of job his/her spouse must take. Moral PIs cannot have criminal spouses, and Underhanded PIs cannot have law enforcement spouses.
Generation 6a – Make the World A Better Place: Politics or Firefighter:
- Heir must join the political career or the firefighter career or astronomy career (ITF). Spouse may enter the job the heir does not choose, or do any previously unlocked profession.
- After reaching top of political or firefighting career:
- the one child/family law is removed
- smoke alarms are unlocked and able to be purchased.
- the one room per sim restriction is lifted.
Generation 6b – It’s Just Business: Business or Ghost Hunting:
- Heir must join business career or ghost hunter career or fortune teller career (SN). Spouse may enter the job the heir does not choose, or any previously unlocked position.
- Once heir reaches level 10 of chosen career:
- computers and video games are able to be purchased and used
- Resorts may be purchased and used (IP)
Generation 7a – Caring for Others: Medical or Daycare:
- Heir must choose between medical career or daycare profession or lifeguard profession (IP). Spouse may work in the field not chosen by the heir, or any other previously unlocked profession.
- Once heir has reached the top level of chosen career:
- computers and video games are able to be purchased and used.
- Resorts may be purchased and used (IP)
Generation 7b – Creative Thinking: Architecture or Writing
- Heir must choose between architecture or self-employed writing or video game developer career (UL). Spouse may work in the field not chosen by the heir, or any other previously unlocked profession.
- Once the heir reaches level 10 in the chosen career
- the one room per sim restriction is lifted.
Generation 8a – Serving the Public: Education or Journalism:
- Heir must choose between education or journalism or sports agent (UL) career tracks.
- Spouse may work In the field not chosen by the heir, or any other previously unlocked profession.
Generation 8b – Serving the Public: Journalism or Medical:
- Heir must choose between journalism or medical or art appraiser (UL). Spouse may work in the field not chosen by the heir, or any other previously unlocked profession.
- Once heir reaches level 10 of chosen career:
- smoke alarms are able to be purchased.
Generation 9a – Full Circle: Criminal:
- Heir must join the criminal career. Spouse may do any previously unlocked career.
- Once heir reaches level 10 in criminal career, “No Sense of Humor” trait is no longer required for each child.
Generation 9 b. – Full Circle: Law Enforcement:
- Heir must join the law enforcement career. Spouse may do any previously unlocked career.
- Once heir reaches level 10 in law enforcement, “Rebellious” trait is no longer required for each child, and home security systems are unlocked.
Generation 10 – Go Out With A Bang:
- Heir must have 10 biological children.
- All children must live with the heir, and all toddlers must learn walking, talking and potty before their child birthdays.
- -5 for each restriction broken
- 100 points for finishing all 10 generations
- 1 point per $100,000 the family has accrued
- 1 point per each skill maxed (by any family member)
You may pick and choose from these to custom-create your own challenge….or try to do as many as you can for the most points!
Roll the Dice: Give yourself 5 extra points if you randomize traits of all children for the whole challenge (minus the required traits following the crossroads). You can still do this mini-challenge if you choose to have a passed-down family trait, as long as you roll for all the rest of the traits besides the family trait.
“Every family has one…”: This mini challenge is in addition to the Roll the Dice challenge. Give yourself 1 point for each sim who rolls the Insane trait.
Business is Booming: Every three generations, the family must purchase as many businesses as they are able to, bringing their funds down to almost nothing. Businesses, once purchased, may not be sold, and must be maintained and, if possible, upgraded to the highest level. 5 points
“No well-behaved woman ever made history.”: Can you make your challenge into a Matriarchy? Must use watermelons to try and give birth to girls so each generation can have an heiress. The use of mods to tamper with gender does not count! 10 points
A Man’s World: Can you make your challenge into a Patriarchy? Must use apples to try and give birth to boys so each generation has a male heir. The use of mods to tamper with gender does not count! 10 points
Gnome Mania: Give yourself one point for each gnome on the family lot by the end of the challenge. Additionally, give yourself one point for each TYPE of gnome the family has collected.
Hoarder: An extra 10 points if the family has at least one of each type of insect/metal bar/gem at the end of the game. In the case of gems, another five points if the family has one of EACH CUT of every gem type.
Senility: Elders may not be controlled directly throughout the challenge. 5 points
Changing the Past: After child restriction is lifted, someone in the family must use the time machine to change one thing about his/her life such as: Must add a time-child to the family, must use time machine to add family friends, or change everyday outfit. 5 points
Doing it the Hard Way: Give yourself 30 points if you did not use any lifetime rewards during the challenge.
Creature Comforts: 3 points for each type of creature (occult type) which joins your family’s household at any point in the challenge (Imaginary Friend counts if it becomes real). May only count points once per unique occult type.
Who Needs Real People?: Heir must marry his/her imaginary friend. 5 points (one time only)
No Wish Left Behind: If heir rolls up a want and has a free spot, the wish must be promised and completed as soon as possible. You may disregard wishes which are against the rules of your current generation in the challenge. 10 points
Beautifully Decorated: If you have a sim in the painting or sculpting career, every 3rd piece of artwork MUST be placed somewhere in the home. 5 points
Seasoned Traveler: Give yourself 3 points for each maxed visa your sims have earned in other countries.
Pet Legacy: 10 points if you start the challenge with a pet (or the founder adopts one) and carry its line all the way until the end.
DIY: No handyman may be called at any time during the challenge; all broken appliances, plumbing, and electronics must be fixed by someone in the household. No maid or butler may be hired. 5 points
Additional 5 points if you don’t use the “Hand of God”, ie the simmer doesn’t drag plates to the dishwasher or garbage to the bin while in live mode.
Love the One You’re With: 5 points if all spouses are found within the town and not created for the heir in CAS (includes using legacy/simself sims).
Family Gallery: Document the family at least once each generation (photo/painting/greeting card etc), and keep all the pictures until the end of the challenge. 1 point per generation (max 10 points)
A Life of Secrecy – Founder and each following heir must be a vampire. They must guard this secret closely, and so may not make ANY friends other than potential spouses. May not use “Suck up to Boss” or “Chat with Coworkers” from the work dropdowns (or any similar option that raises relationships at work). Must have the family trait of Loner, and each child born into the house must receive this trait at the earliest opportunity. Spouses do NOT need to be made into vampires, but they can be. 10 points