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cats12490
11th Feb 2018, 9:56 PM
Disaster Challenge

For reasons unknown the sim world has been thrown into a throng of disasters. How will they survive?


Mods Needed:
Zerbuís disaster mod
Any mod(s) that lets you have more than 8 sims in a household
No fridge shopping by Nrass
Sickness mod by Nrass
- Base module
-Minor sickness
-Major sickness
-Lethal sickness


Setting up:
There is 6 types of sims (shown in the list below). Each has their own advantages and disadvantages. You must have two young adult females, and two young adult males. You can choose what their relationships are with one another. Ex. The sims could all be total strangers that ended up together when the disasters started.


The Teacher:
Before the disasters started this sim was a teacher. This sim isnít the most socially competent but they are undeniably hard workers.

Traits:
Socially Awkward
Workaholic
Brave
Technophobe
Bookworm

Aspiration: As you see fit

Ways to make money: Writing, and teaching how to survive disasters (To do this you will need to build a classroom with a podium, whiteboard, and chairs. You will also need a radio station. You must advertise successfully your services over the radio. After you do this invite people over to your house and teach them either through the whiteboard or podium. You then give your household through cheats $50 per person ho attended your class.)



The Military Officer:
Before the disasters this sim was a hard core military officer. He isnít very kind or loving but he has leadership and skills that are necessary to survive.

Traits:
Ambitious
Brave
Athletic
Handy
Hotheaded
Aspiration: Perfect Mind, Perfect Body

Ways to make money: Teaching athletic skill (To do this you will need to build a classroom with a podium, whiteboard, exercise equipment and chairs. You will also need a radio station. You must advertise successfully your services over the radio. After you do this invite people over to your house and teach them either through the whiteboard, exercise equipment or podium. You then give your household through cheats $25 per person who attended your class.)



The Virtuoso : This sim is naturally gifted with music. They are very snobbish and dramatic but their talent is no lie.

Traits:
Snob
Dramatic
Virtuoso
Vegetarian
Eco-Friendly

Aspiration: Golden Tounge, Golden Fingers

Ways to make money: Leaving the bunker and playing for tips (Leaving the bunker has a chance of death. For everybody else they have to roll a 10 sided dice or use random.org with the numbers 1-10 and if they get any odd number they die. With the virtuoso they roll a 10 sided dice or use random.org with the numbers 1-10. If they get any number under 5 they die, if they get 5 or higher they live)


The Cook: This grumpy sim hates people and only cares about food.

Traits:
Grumpy
Hates the outdoors
Green Thumb
Natural Cook
Commitment Issues

Aspiration: The Culinary Librarian

Ways to make money: Sell plants and food (To do this they must leave the bunker. They do not have an advantage when leaving like the virtuoso does. They just have the average chance. You must sell the plants at the grocery store and to sell the food you must keep your cook outside for 3 hours [because they are finding people to sell to] after 3 hours you can sell the food in your inventory)

The Airhead: This sim is anÖ. airhead. They are not intelligently gifted but do manage to get along with other sims pretty well.

Aspiration: Blog artist

Traits:
Absent minded
Easily impressed
Clumsy
Good sense of humor
Charismatic

Ways to earn money: Through blog, by moving sims into your bunker (you can only move in 2 sims per generation so that the bunker doesnít get overfilled)

The Nerd: This sim loves all things technological and logical. They are also socially awkward. Very socially awkward.

Aspiration: Chess Legend

Traits:
Genius
Computer Whiz
Couch Potato
Socially Awkward
Bookworm

Ways to earn money: Hacking, solve the unsolvable


After choosing your four sims and setting their relationships move them into an empty lot (or a lot that is filled then delete everything on it). Then build your sims bunker. You should have a small building on ground level. That is the entrance to the bunker and also where you garden. The rest of your bunker should be below ground level. How you lay out the bunker and what style you do is up to you, just donít cheat your funds or use restricted items. Then enable disasters, and all nrass

Restricted Items:

Electricity --- Due to all the disasters floating around your sims do not have electricity, so you cannot use anything that requires electricity (To eat use campfire). To gain it again you must have 2 nerds living in your bunker (how to do this is in children and moving sims in section)

Water --- Also due to all the disasters the sims do not have water. You cannot use anything that requires plumbing. Toilets, showers, sinks, ect, ect. To lift this restriction you must build a pool that has one square foot for every person in your bunker. This pool must also be enclosed with one tile spacing between each wall. If you fail to add a covered square foot when adding another sim into your household the restriction will be added again. If the restriction is in place and you want use of plumbing but donít have enough money for a pool do the following. Have your sims leave the bunker ( Leaving the bunker has a chance of death. For everybody else they have to roll a 10 sided dice or use random.org with the numbers 1-10 and if they get any odd number they die. With the virtuoso they roll a 10 sided dice or use random.org with the numbers 1-10. If they get any number under 5 they die, if they get 5 or higher they live. With the cook (or anyone else who hates the outdoors) roll a 10 sided dice or use random.org with the numbers 1-10. If they get 5 or under they die, if they get higher than 5 they live) then have them remain outside for an hour. For each sim roll 1-10. If they get an odd number than their trip for water was unsuccessful and they have to return to the bunker. If they get an even number than they their trip for water was successful and they return to the bunker with enough water for one day.

Sewage --- Because of the disasters sewage services are unavailable. Which means no toilets. You must have both the sewage requirement and the water requirement in order to use toilets. For a temporary solution you can use the same scenario as for water. You can even throw out the sewage and get water at the same time. For example sim A could get water and sim B could throw out sewage. You donít need to throw out sewage until the end of the day so the first day your sims have access to toilets. For a permanent solution you need to have an uncovered pool of 1 square footage per sim times the number of toilets. For example you have 4 sims and 2 toilets which means you have a 8 square foot pool.


Children and moving sims in:
For each child that is born you need to randomize their traits. When they are young adults see which of the 6 types of sim matches them best and they become that sim. If none of the types fit they will become the type that their mother or father were.

For each sim that is moved in by the airhead look at their traits and see which type they fit best. If none of the types fit then move that sim out.


Other rules:
-Leaving the bunker has a chance of death. For everybody else they have to roll a 10 sided dice or use random.org with the numbers 1-10 and if they get any odd number they die. With the virtuoso they roll a 10 sided dice or use random.org with the numbers 1-10. If they get any number under 5 they die, if they get 5 or higher they live. With the cook (or anyone else who hates the outdoors) roll a 10 sided dice or use random.org with the numbers 1-10. If they get 5 or under they die, if they get higher than 5 they live)

How to win:
There is no specific way to win but the aim is to create a large successful bunker.

Point System:
Because I know some people like to use points in challenges (and because for this to be posted here I need one) I have included below a point system
+ 1 point for every child born in the bunker
+ 0.5 points for every person moved into the bunker
+ 0.5 points for every small room added into the bunker (5 x 5 or smaller)
+ 1 point for every normal sized room added into the bunker (6 x 6 to 9 x 9)
+ 5 points for every large room added into the bunker (10 x 10 to 15 x 15)
+ 10 points for every huge room added into the bunker (16 x 16 and larger)
+ 1 point for every generation reached
- 1 point for every sim that dies from a disaster
- 1 point for every sim that dies from sickness
- 1 point for every sim that dies from leaving bunker
- 5 points for every sim that dies any other way