PDA

View Full Version : The "Vault-Tec: A Brighter Future - Underground!" Challenge


knightwraith
11th Jul 2016, 6:10 PM
Introduction
Hello! I'm Knightwraith, a long-time lurker, though I've poked my head out one or two times before. This is my first challenge! As I understand the categories, this actually has elements of a number of them. I went with 'Legacy' as the most applicable, as there are several generations involved. You will need either Supernatural's Planter Bowls, or Into the Future's Nature's Soil line of rugs. I don't believe any other Expansion Packs are required, but I will mention elements from them here and there. Those aspects should be entirely optional, though. No mods are required, though a passing familiarity with the game's built-in cheats is. This may get a little lengthy; please bear with me. It's not really very complicated, I just like to be thorough.

Premise

Easy: It's 2077, and USA's war with China has been escalating quickly. Fortunately, you (and perhaps your family) have been pre-approved for entry into one of Vault-Tec's new smaller-scale Vaults, underground shelters designed for a small community. While you likely won't live to see the light of day again, generations from now, your descendants will emerge from the Vault, blinking in sunlight for the first time.

Hard: It's 2076, and USA's cold war with China shows every sign of turning into a hot one. Fortunately, you (and perhaps your family) have had the foresight to begin construction of a personal underground shelter, free from the interference of the government or those nutcases over at Vault-Tec. You have one year to construct your personal Vault and attract as many other like-minded souls to your project as you can before the bombs drop. Safe inside your new underground home, new generations will live out their lives, to one day emerge and repopulate a scorched Earth.

Setup

Easy: Lifespan should be set to Medium. Create your Vault Dwellers. There should be no supernatural beings, only humans, though you may save one slot for a Plumbot if you wish. You may have as many dogs or cats (no horses underground!) as you like, but they may make things more difficult. Of these seven or eight Sims, you may have two married or dating couples OR one couple with a single offspring, any age up to Teen. All other Sims (save one) should be Young Adult or Adult and single. The oldest Sim (Adult or Elder, as you see fit) should be labelled the Overseer. Sims may have any Traits, Favorites and Lifetime Wishes you like, but bear in mind they'll be trapped underground for what will likely be the rest of their lives. For added Vault-Tec realism, dress them all in identical jumpsuits, preferably blue with yellow detailing. Select one Sim (or one family) to be your 'Founder' or 'Founding Family'; this is the lineage you need to ensure survives to see the light of day.

Hard: Lifespan should be set to Medium. Create your Vault Builders. There should be no supernatural beings, only humans. You may have as many dogs or cats (no horses underground!) as you like, but they may make things more difficult. You may have a single Sim, a couple, or a couple with a single offspring any age up to Teen. Aside from the offspring (if present), your Sims should be Young Adult or Adult. Sims may have any Traits, Favorites and Lifetime Wishes you like, but bear in mind they'll only have a year on the surface. After that, they'll be trapped underground for what will likely be the rest of their lives. You'll be recruiting other Sims during gameplay, but you want to focus on keeping the lineage of your Founder or Founding Family alive.

Prologue

Easy: Move your lucky Vault Dwellers onto the largest chunk of land they can afford, then cheat for obscene amounts of money. Vault-Tec is in bed with the government, after all. Their resources are practically unlimited. Build the most opulent, luxurious underground home you can. You'll likely want multiple bedrooms and bathrooms, a nursery, perhaps an exercise room, pool, workshop, etcetera. The design and layout is up to you. Three things are required, however: 1) A way for Sims to 'Try For Baby,' 2) A hydroponics bay or gardening room, 3) An office with attached quarters for the Overseer. Feel free to build an impressive structure topside, but remember that your Sims won't be coming back up here. They have to stay below ground. A lockable door on the first underground level to separate the Sims from the stairs or ladder up might be wise. Furniture should be medium- to high-quality, and for keeping with Vault-Tec flavor, should be retro, futuristic, or future-retro. Walls and floors should look clean and sterile. Feel free to use the BuyDebug menu to get things from the future or overseas, and to populate your garden, but Special plants like life fruit or death flowers are off-limits. There should be no fire or burglar alarms. Bear in mind: Vault-Tec's Vaults were never really designed to save anybody. They were instead meant as social engineering experiments. With that in mind, think of a way to screw with your sims. Perhaps there are no showers or baths and Sims have to clean themselves at a sink. Maybe there is no way to cook food and all food must be consumed raw. Perhaps there are no beds, just nappable furniture. Whatever it is, pick one and stick with it. Make sure, however, that the Overseer's office and quarters are exempt from the experiment and have the missing equipment. Finally: Place one low-level metal spawner on the surface (I'll explain later).

When you are satisfied with the Vault, it's time to start the game. You have until midnight on this first day to get any finishing touches done. Go to the future and buy a Plumbot and chips, if you like. Buy every book in the bookstore. Buy out the grocery store of goods. Anything you can't get in Buy Mode, get now. Before midnight arrives, get everyone inside and underground. Lock the entrance so Sims don't wander topside. Lock the Overseer's office/quarters so that only they may enter. Cancel your newspaper delivery and cheat so that the Overseer has No Bills Ever. Reduce your family funds to zero. Save your game, then go to edit your town. Nuke it. Wipe out all other lots (or at least the structures on them). Now you're ready for the next section.

Hard: The prologue for hard mode is considerably longer than one day: One year (four weeks if you don't have Seasons). Move your Sim (or family) onto the empty lot of your choosing and within their price range. You may purchase an already built-up and/or furnished lot if you like, but must then remove everything on it so that you are left with an empty lot. Begin construction of your personal Vault. The entrance to the underground must be covered by a surface building, but this building should not look like a house, store, or anything that would draw attention. Unlike Vault-Tec, you're not advertising. If you bought a huge lot and are short on funds, you might be living in this topside structure for a while, but try to keep the surface structure small and unassuming. Don't worry about going big right now, just work on the basics. Though you can't cheat for money, you may still purchase things from the BuyDebug menu, so long as you have enough money that you could buy the item legitimately. You may also buy garden plants, but must use the FamilyFunds cheat to 'pay' for them: $100 for local plants and $300 for local trees, $300 for overseas plants and $500 for overseas trees. Special plants like life fruit or death flowers are off-limits. Also, since this is a private operation not run by Vault-Tec, there's no need for a way to torment your Sims. Finally: Place one low-level metal spawner on the surface (I'll explain later). When you're running out of funds for construction, it's time to start actually playing the prologue.

At least one member of your family needs to have a real job. You're going to need money and a lot of it, but you only have a year until the bombs drop. If you made a spouse, they are free to get a job or work from home as you see fit, and if you elected to have an offspring, they must attend school if they're old enough. You have two goals for the following Sim-year: 1) Expand the shelter so that it can support more Sims and be as self-sufficient as possible. 2) Convince more Sims to join your project, hopefully until you have a full 'family.' Build relationships as best you can, but be selective about who you want to join you! You must have a separate bedroom (however small) available before you invite a Sim to join you. Once you can convince another Sim to move in, you can make full use of whatever money and inventory they brought with them. You may only control Sims outside your Founder/Founding Family to get them jobs, pursue wants, or to try to get them in a relationship with other non-family Sims (you'll need a decent breeding pool, after all). Selling the metal produced by the spawner is fair game, though it won't bring much money in. Make sure to keep up on your bills; you don't want to draw attention to your Vault by having a repo man come! Likewise, there should be no fire/burglar alarms. Your Sims will have to deal with emergencies themselves. A lockable door on the first underground level to separate the Sims from the stairs or ladder up should be in place before the end of the year. Continue to build and recruit until your 'family' is full and you're satisfied with the Vault, or until the last day of the year arrives, whichever comes first.

You have until midnight on this last day to get any finishing touches done. Go to the future and buy a Plumbot and chips, if you like. Buy every book in the bookstore. Buy out the grocery store of goods. Anything you can't get in Buy Mode, get now. Before midnight arrives, get everyone inside and underground. Lock the entrance so Sims don't wander topside. Cancel your newspaper delivery and cheat so that the head of your Founding Family has No Bills Ever. Reduce your family funds to zero. Save your game, then go to edit your town. Nuke it. Wipe out all other lots (or at least the structures on them). Now you're ready for the next section.

Vault Life

Easy/Hard: The game will play out very similarly now, whether you're independent underground homesteaders or supported by Vault-Tec. You must keep your community alive for four generations. In Sims terms, this is approximately four years, or sixteen weeks if you don't have Seasons. Individual Sims may be born and die off, but keep the community alive! Specifically, keep the lineage of your Founder/Founding Family alive. You may only directly control your Founder/Founding Family and those that join the family (new offspring, new spouses, etc), with a few exceptions. You must have NO contact with the outside world (with the exception of burglars, which can't be helped). You may only control Sims outside your Founder/Founding Family to pursue wants or to try to get them in a relationship with other non-family Sims (you'll STILL need a decent breeding pool, after all). The Stir Crazy moodlet may be removed via cheating. Once per day, the head of the Founding Family or Overseer should 'do the rounds,' stopping in every room and collecting the metal from the spawner on the surface. This is for gameplay purposes only, as far as the storyline is concerned, no one leaves the Vault. This bit of metal is your only steady income. You may sell furniture, but may not sell anything crafted by sims. This tiny income may be used to continue to expand the Vault and buy more items. While you may still purchase items from the BuyDebug menu, you may no longer purchase plants. Careful management of interbreeding will be needed to make it all the way to the end (I am not, inf fact, sure it is possible- I haven't run the numbers). Breeding is the only source of new Sims. When Sims die, delete their urns/graves. If in a Vault-Tec Vault, when the Overseer dies, the next oldest Sim becomes the Overseer. If you still have living Sims after four years, consider your Vault a success.

Epilogue

As of yet, I don't have an Epilogue to the challenge. The post-nuclear wasteland of Fallout is not a pretty place, but it is recovering. Perhaps your sims will begin to rebuild, adding new lots and structures back to the town over time. Perhaps they'll become another lawless raider gang. Maybe they never made it, and the Vault is another creepy ruin for the heroes of the wastes to discover. I'm open to any thematically-appropriate continuations of the idea!

Postscript
Thanks for looking at my first challenge! If you have suggestions, questions, tweaks, or ideas, please chime in!

ExceptionallyEmma
1st Aug 2016, 1:47 AM
I will be trying this tonight! Creating my 3 founding families now.

simaniacos
1st Aug 2016, 12:07 PM
I really love fallout games, and this challenge of course , i will try it for sure.

thanks for sharing us this challenge :)
I will need to find a vault suit cc for this

EjjeIceGod
1st Aug 2016, 9:43 PM
Sounds tricky, but fun! I'm certainly going to try it!

DontHateTheLove
3rd Aug 2016, 3:18 AM
I've been wanting a good fallout related challenge for ts3 for a while now. Definitely going to be trying this!

knightwraith
6th Aug 2016, 10:26 AM
Glad this drew some attention! If anyone has ideas or suggestions, I'd be glad to hear them.

TrillianRikku
9th Aug 2016, 1:01 AM
I like this challenge so Far (hard mode) not sure which Sims to save yet might do a lottery and pull names out of the hat or cup more like

ArtSimCraft
9th Aug 2016, 4:55 PM
I'll give it a try after I'm done with the Mary Sue challenge! Sounds fun!

YesPlease
20th Aug 2016, 10:50 PM
Sims meets Fallout -- love it!

I immediately thought of the user-created Arcadia world for this challenge. It's small and designed well. There's even a separate downloadable Vault 102 to place in the world. It's populated above ground but it would be easy enough to delete the above ground Sims or move some of them to the vault. I would recommend not demolishing the shack structures, though, as they would be great for the emerging families later.

Anyway, Arcadia is here: http://forums.thesims.com/en_us/discussion/563581/arcadia-a-post-apocalyptic-shanty-amidst-the-desert-sun

Herpafreakingderp
22nd Aug 2016, 1:11 AM
This is awesome! I'm definitely going to try this, thanks for making this challenge! :)

floopyboo
23rd Aug 2016, 7:10 AM
This looks like a lot of fun. I think I'll do a medium-strength version of the challenge where I have to invite to move in everyone I manage to befriend but I don't know exactly when that bomb is going to drop (although I will get 12 hours notice as per the rules) I'll use a random number generator each day to find out if today's the first day of the apocalypse.

PoseidonSimmer
23rd Aug 2016, 1:02 PM
This looks awesome, attempting it now! The legendary sims? Marcassin, Jullia, John, Alex, Mary, Sally, Gascgon! And the simbot Genisis

knightwraith
25th Aug 2016, 5:46 AM
Arcadia does look great for this. Thanks for showing it to us!

Amber<3
17th Sep 2016, 12:02 PM
wow! cool! I'm gonna try this right now! but i'm a bit of a cheat/really very lazy so i'll try easy mode and not screw with my sims. K? K.

Amber<3
17th Sep 2016, 12:07 PM
I really love fallout games, and this challenge of course , i will try it for sure.

thanks for sharing us this challenge :)
I will need to find a vault suit cc for this

have you found one yet? if not, may i sugest searching on thesimsrecource.com. also, if you have found one, could you share the link with me?

aelflaed
22nd Sep 2016, 1:13 AM
Trying this with a private vault, married couple with child. Shack at the surface, all living area underground from the start. The plan for the prep year is as follows:

Week One - establish income. Basement garden, for both income and future food security. Child does lots of fishing for future use. One parent on gardening/painting, the other pushing a rabbithole career as fast as possible.

Week Two - find friends. Maintain food and income curve, spend time chatting up potential joiners. Child becomes teen - encourage romantic links.

Week Three - extend basement with bedrooms and activity spaces. Invite joiners. Have another child. Buy books, recipes etc.

Week Four - ...? See what it looks like when it gets closer. Probably will go to the Future for gadgets.

Update: Almost at week four now. Have moved in the founder child's best mate and a promising young couple. That only leaves one free slot for the next generation, until someone dies of course. Which could be quite some time, they are all still YA. Unless there is an accident...

aelflaed
28th Sep 2016, 7:54 AM
Just completing the final day before lockdown. The bunker is full, what with eight sims and a lifetime's worth of skill objects etc. The founder male reached the top of his career at the eleventh hour, They are pretty much set.

I am instituting a rule that all elders must eat one magic jellybean each Sunday, meaning some will die. Otherwise they will just last forever, and there will be no chance for the younger sims to breed.

Question: my sims' inventories are full of collectible goodies. Some is food - that is okay. but what about flowers, rocks etc that have not been previously sold? Strictly speaking, it seems to me that inventories should be cleared of such items at lockdown. After that, we are allowed to collect/sell from our one spawner, and sell furniture out of the bunker, as specified above.

I don't see any financial issues arising - my sims have masses of food already, and can grow as much more as they want. They have heaps of excess furniture stashed away, to use or sell later.They have everything they could want as entertainment or skill items.

I am considering getting rid of the TV after one week of lockdown - who is going to be broadcasting anyway? Radio might be believable, and computers could run as long as there is electricity. I am assuming they have a dirty big generator somewhere in the complex. :)

knightwraith
2nd Oct 2016, 10:57 PM
Just completing the final day before lockdown. The bunker is full, what with eight sims and a lifetime's worth of skill objects etc. The founder male reached the top of his career at the eleventh hour, They are pretty much set.

I am instituting a rule that all elders must eat one magic jellybean each Sunday, meaning some will die. Otherwise they will just last forever, and there will be no chance for the younger sims to breed.

Question: my sims' inventories are full of collectible goodies. Some is food - that is okay. but what about flowers, rocks etc that have not been previously sold? Strictly speaking, it seems to me that inventories should be cleared of such items at lockdown. After that, we are allowed to collect/sell from our one spawner, and sell furniture out of the bunker, as specified above.

I don't see any financial issues arising - my sims have masses of food already, and can grow as much more as they want. They have heaps of excess furniture stashed away, to use or sell later.They have everything they could want as entertainment or skill items.

I am considering getting rid of the TV after one week of lockdown - who is going to be broadcasting anyway? Radio might be believable, and computers could run as long as there is electricity. I am assuming they have a dirty big generator somewhere in the complex. :)

Ooh, good point about the Older Sims blocking creation of the next generation. I hadn't considered that. Maybe the scenario should start with a maximum of 6 slots filled, leaving two for expansion. I'll have to think on it. Meantime, your solution is a good way of representing accidental death. As for inventory items, I would say either sell them right before the final buying spree prior to lockdown, or hold on to them, maybe in a 'museum' room as relics of the past, perhaps to be 'traded' with after emerging on the surface again. As for TV and radio, it's true no one's broadcasting anymore, but your Sims might still have DVDs and CDs, or the TVs and stereos could be hooked up to a computer with music files and files of shows and movies. There are ways to justify it. :)
Edit: While it could be assumed there's a generator around, you could also drop some cash on solar panels or windmills if you wanted a slightly more realistic excuse for power. Of course, such topside structures might attract attention... Of course, maybe, like a Vault from the Fallout setting, these vaults are powered by a small nuclear pile. In my game, I place a hot tub on the 4th floor (down), so the hot tub 'guts' are on the fifth and final floor. I use this as my make-believe power plant and build an appropriately industrial-looking room around it.

aelflaed
4th Oct 2016, 5:13 AM
I didn't want to put solar or windmills on the surface for just those reasons. Good idea about the hot tub. My fourth basement is basically empty so far; they don't need it for living quarters. I could redecorate it as the power and plumbing source.

Regarding elder sims, how much of a problem that is would depend on how your lifespan is tweaked. Although "Normal" in length, mine is short on early childhood and long at the end, so my elders - especially if they have high Athletic - tend to be around for ages. Not ideal in this case.

aelflaed
18th Oct 2016, 6:01 AM
I'm still going on this when I have time. Although, it is now very wash-spin-repeat, and I doubt I will continue unto the fourth generation. However, I don't much go for generational challenges, so that's me, not the challenge itself!

I am no longer keeping the surface access locked - too annoying to unlock the doors whenever someone got stuck and reset. There's nothing up there to do, so they don't wander much, and when I notice someone heading for the ladder, I cancel their action and send them elsewhere.

In general it's all about skilling and socialising to pass the time now. The 'challenge' (and fun) for me was in prepping for lockdown. Thanks for sharing your idea!

Norinia
22nd Oct 2016, 4:35 PM
Hey, I'm starting to run this challenge right now on hard ( by the way isn't really hard just collect everything.) and I just, literally just, made a new discovery. Some of you might know how into the future gives you what seems like an expensive grass rug. Here's the thing about it. You can literally grow anything on it. I'm serious I tried it out with a tree inside my kitchen. A TREE!! those garden pots only let small plants inside and only one per pot. Potentially, you can plant many more plants inside these patches than you could a pot. I swear it's not a jest I was looking through for a rug to put under my table ( brilliant spending, huh?) and I noticed how their at the end and their cheaper than the rugs before them. I wasn't sure if they were like the props from showtime, so I clicked on them. 'Enjoy the crunch of real grass beneath your feet or turn your living room into a full vegetable garden' that's paraphrased by the way. So I experimented with it, and decided to go all out and went with the tree. No cheats except buydebug. Guess what I'm lining my bunker with now? Just mentioning this because I saw people were only recommending garden pots they never mentioned the grass patch so for future challenges I seriously recommend these.

aelflaed
24th Oct 2016, 12:45 AM
Yes, the grass 'rugs' are excellent for indoor gardening. One note - full-grown trees are taller than the ceiling, so they stick through. And don't like to be moved once this happens, although the moveobjects cheat will get around that.

knightwraith
24th Oct 2016, 4:56 PM
The grass rugs also come in three different sizes/shapes, if I recall. Used in conjunction with wall screens, they can make a nice underground recreation area that mimics the surface world.

lilipad
17th Jul 2017, 4:09 AM
What an excellent idea for a challenge! I'll definitely be giving this one a go. Thank you for posting this, as a huge Fallout NV fan I'm not sure why I haven't done this before xS

Heart Sims
30th Sep 2017, 7:18 PM
I have pictures of my Vault if you want to see it. So… bye!

PLEASE POST PICTURES I might do this challenge and I want to see how you did it :)

sl33ping-b00ty
6th Oct 2017, 9:59 AM
As a huge Fallout fan, I love this challenge! This is such a great idea, I'm so excited to try it. I can't believe I haven't come across this challenge until now. Will post pictures when I'm done. Also I've found some Fallout cc for the Sims 3, I'll list the links below:

http://gardenofshadows.org.uk/gardenofshadows/index.php?topic=9861.0
http://www.digitalperversion.net/gardenofshadows/index.php?topic=28987.msg667557#msg667557
http://aikea-guinea.tumblr.com/post/82433657305/have-some-random-fall-out-3-conversions-i
http://aikea-guinea.tumblr.com/post/39290085778/aikea-guinea-the-most-merriest-of

Lalata
28th Jan 2018, 4:52 AM
I really wanna do this, but I can't build very well (or at all)... is there any bunkers I could renovate or something?

Frogsnack
2nd Feb 2018, 2:44 PM
So this looks like fun, as long as after gen 1 things can remain interesting (I love the idea to make everyone eat from vending machines, that is truly cruel). I think I'm going to combine this slightly with the insane asylum challenge, where I only control the main family heirs (on only 1/ of all the things or something, and add traits like unstable/ insane upon age up (I might cheat this through by giving it as an additional trait with university influence)

Some ideas for the lot above ground; a junkyard, an abandoned building (such as the first insane asylum on this list (http://www.modthesims.info/browse.php?f=143&showType=2&tag=asylum&gs=2), you could also repurpose the crappy beds & fixtures below ground for the theme, I've thought for a long time this lot needed something of a tomb below it and that could be your vaults), etc.

Also this redneck mansion (http://modthesims.info/d/352378) gave me an idea- what if the underground area was more like an ant farm, tiny pods far away from each other as if they were buried that way? Sims could use ladders/ ITF elevators and have long hallways in between? Pods would each have a community purpose and there would be little or no 'private space'.

Here is some great lab equipment (http://sims3s.ru/objects-bf-lab.php) that I found (looks clean, but you could probably cast it with old metal patterns, the table top shelf is underlit which is pretty cool in game)

This also might be kind of fun with a few evil/fear of humans simbots running around, shorting out. Oh yeah and I'm using Roaring Heights and it's premades as the founding town/sims for this challenge, and when they emerge after generations it can be more modern times.

AGuyCalledPi
3rd Feb 2018, 2:27 PM
If I ever did a challenge, this'd be the one. Where are everyone's screenshots though?

Emerald1234
3rd Feb 2018, 7:32 PM
is it possible to do this in ts2?

i'm possibly trying this tomorrow and the problem i'd come across would be incest;sure i make sims have lots of kids but it might still only last 3 generations before incest although i'll use NRAAS

Alawen
13th Feb 2018, 10:29 PM
I was thinking about trying this map, http://www.modthesims.info/download.php?t=532114 but the idea of this challenge seems better to me.
There are a lot of objects that can be used in the previous link, and also many of the things that Cyclonesue does in TSR ( https://www.thesimsresource.com/artists/Cyclonesue ) are fantastic for this challenge.

Frogsnack
23rd Feb 2018, 3:27 AM
Alright, you all wanted photos and I love building, so of course I'm playing this challenge on 'hard mode'. I chose Roaring Heights, and full disclosure I've never played fallout. So I'm basically setting this up as a 'nuclear survival challenge' with some 50's bunker themes.

It's currently winter in game, and 22 sims are in my family (2 are invisible, it turns out the game gives up at 20 and stops displaying the portrait even with Nraas Portrait Panel and the two sims are counted in my family but they more or less just never moved in. I was trying to get as many sims as possible to move in, so I'm sad I had to stop at 20 (I now may have to abandon the idea of saving pets :/)

I will make an additional post with floor layouts labeled, but basically I chose a family from the town instead of making a sim with great charisma or whatever to convince everyone. Turns out one of the sims in the Davidson family was friendly which helped out a lot!

So I hadn't planned on posting pictures until I'd finished the prologue, but a few days from Spring (ie, the beginning (The games starts in spring or summer? I can't remember which), and there's already a lot going on that is worth sharing.

A few tweaks I've made for myself;

1. I am not to use CAS (but I will change outfits once I begin), townies only for the challenge! I started in Roaring Heights because I figured the old 1950s look of people would be perfect for a pre-cold war era (and the sims are really good looking, which is super weird for this game's townies). This was I can't tweak for the best traits, I have to use what's already in town. I picked the Davis family as my starters because they aren't related and there's an age gap.

2. Once I started playing the family I cheated them down to $0 and immediately got the guy a job and had the girl run around town trying to meet people (which works as she turned out to be friendly). Also I made a rule where I can sell things from their home lot (which turned out to be huge and luxurious) but only if it makes sense because of their LTW or traits or if what I'm selling is in the way of an expansion or something. Most things are not being sold.

3. MODS. Nothing else is off limits to make money before the bombs falls. I'm making the assumption that a few people know there will be war and are prepping. To complicate this I've also installed the Minimum wage mod, which Suuuucks (playing guitar for tips earns more money that most jobs for the first few levels, sims working the grocery come home with $25 at the second level, even early level medical jobs won't make $100 in an all day shift early on). The canning station overhaul is my best friend right now, I'm working to make as many rations as I can because I also have the more ingredients needed mod which makes meals cost a lot more and need a lot more ingredients. They'll have to buy a lot of spaghetti noodles if they ever want to make spaghetti later, or I won't make it for them once they are underground (meals will have to be $0 to be able to make them). I'm going to try to fit the chicken coop, the milkin dairy corral and several beekeeping boxes underground as well so they have more to eat. I will be trying out the 'repair junkyard items'' mod too. Also (of course) the NRAAS suite of mods. Specifically lot is set to allow for more than 8 sims, and I have portrait panel rotator or w/e.

4. NOT MODS. I will not be playing with any alternate job mods (home maker etc), the employment rabbit hole rugs or anything else. If a sim wants to be leader of the free world and they live underground, well tough luck. Most of the concerns of these sims will be growing food or medicine (alchemy), and raising bees for the garden and using the wax to make candles for light, which brings me to my next goal (and possibly not a possible one);

5. No buy mode after going underground (not for appliances, etc. I may buy things like curtains and pretend they sewed them- we need sewing for TS3 T_T)! The sims can make candles, they can likely dig a bit so build mode is not completely off limits, and I added an ambitions junkyard spawner that I will have the overseer collect from as much as he wants (turns out this has to be on a lot that isn't owned by us to be collectible, but there's a mod to fix broken items up with handiness skill or cleaning) and I may stick a jelly bean bush up on the surface and make him eat a bean every time he does. Basically he's risking his life to go to the surface, no one else will be allowed to go, and there will be no other lots around per the challenge rules. (I may stick a meteor spawner up there too >:D). Also I'm not sure if want to deal with the unfinshed room moodlet all over the place, but if they can't afford it then I may have to.

6. I wanted to go with the 'ant farm' or 'honeycomb pods' idea somewhat, but they won't have enough space, but the idea was to have very little private space and several community spaces with basically long hallways. It's spooky day in game now and I've already captured little orphan Annie and 'daddy' Harbucks xD (He brought like 300k with him!), failed at getting the Bonnie & Clyde family (who broke up in game D:), and several other townie families. I'm up to something like 20 sims and a cat and a dog. Oh yea and my founder had an alien baby, so I guess that who's attacking us? >_>; Oh right, and I've never played fallout or whatever so I'm winging it on doing things right here (I don't think I want to mess with going to the future but I may let an inventory 'invent' some ITF stuff later.

Families; Started with Davidson (Gil MiGinnis is my founder, probably first overseer) http://sims.wikia.com/wiki/Davidson_household , grabbed the following families;

These guys joined quickly
http://sims.wikia.com/wiki/Jones_family_(Roaring_Heights)

Daddy (war)Harbucks helped fund most of the build when he joined the family, we gained something like 340k. Plus I get sims version of little orphan annie, who grew up into a lonely teen :/
http://sims.wikia.com/wiki/Harbucks_household

http://sims.wikia.com/wiki/Houveir_family

Several of these mobster looking- brothers are in the family.
http://sims.wikia.com/wiki/Marks_family
I got many of them to make babies of course and some brought pets, so far the Vault lot is just owned land that I'm building on, I'll sell the Davidson home when it's time for the bombs to fall.


Also, @Emerald1234, if you're going to do this in TS2 I suggest all the fun crafty items be built in to it or the only things your sims can use is what they make (like clothing?). Also if I recall mounted wall fish when placed on the ground are edible again without having gone bad, you could keep a while lot of 'dried' fish this way!

LoveViolet
23rd Feb 2018, 6:20 AM
Might as well try this but extend the legacy to 10 at least...I most likely won't post pictures unless I find an easier way to do it..