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Test Subject
Original Poster
#1 Old 24th Nov 2011 at 3:50 AM Last edited by Jayne2 : 24th Nov 2011 at 4:01 AM.
Default 'We’re Gonna Give ‘Em Back Their Heroes' [Dystopian Challenge]
We’re Gonna Give ‘Em Back Their Heroes

PILOT!!! ADVICE/TIPS/QUESTIONS WANTED!!!

Quote:
An Apocalypse Challenge I have been thinking about for a period of time. The title is a quote from Mad Max, and I think that was where the original inspiration came from – a dystopian future with no rules, no regulation and the need for self-sufficiency from all. Anything with a * implies that it is from an expansion pack. No expansion packs are NEEDED; they just add another element to gameplay [expansion packs that are used – by me – are Ambitions, Late Night and Generations]. You MAY use CC and/or other expansion pack content that is the equivalent of what restrictions I place – use your best judgement, you are only cheating yourself otherwise . PROTOTYPE!! ADVICE WANTED ON IMPROVING THIS CHALLENGE!!



Backstory…
In a dystopian future the country has gone into turmoil. No longer is there any rules or regulation, and it’s a ‘one for all, all for one’ kind of scenario. Your aim is to bring the town back into a state of order, starting with one single Sim.
To survive this challenge you must comply with the following list of regulations, making it through each level before advancing to the next. Will you survive, or will the town continue to a place of disrepair?


Starting Off [The regulations are rather strict – if you have any input into whether this is good/bad, please let me know!].

CAS Restrictions
- Your Sim must be a Young Adult of either male or female gender.
- Your Sim may look however you want, but to help add to the authenticity I suggest something nonchalant with possible ‘futuristic’ elements. Your Sim will be living off the land and the challenge is set some years into the future.
- Your Sim MUST have the COMPUTER WHIZ trait, ONE of the following traits, and NO MORE than TWO of them:
- Angler [much of your food will be caught yourself].
- Athletic [this will come in handy with career choices].
- Brave [due to no law, this will help with problems that may arise].
- Daredevil [fire safety and to add some more authenticity].
- Eco-Friendly* [combined with gardening will help your mood].
- Family-Oriented [family is a vital part of this challenge].
- Frugal [with limited money, this will come in handy].
- Genius [helpful with skill building and hacking].
- Green Thumb [much of your food will be grown yourself].
- Handy [self-sufficiency means also doing repairs yourself].
- Kleptomaniac [when times get tough, stealing is more accepted in society].
- Light Sleeper [burglar as rampant in the future].
- Loner [you will have limited human interaction at the start].
- Loves The Outdoors [you will be very outdoor-oriented in this challenge].
- Rebellious* [Reduced chance of being caught after curfew is helpful].
Housing Restrictions
- You need to buy a lot worth between §5,000 and §8,200, depending on the difficulty at which you want to begin. This is the be barren with no flowers, trees, shrubs or rocks. You may choose whether you want the surface to be grass/sand/dirt/etc. Dirt is the most authentic if that is what you wish to attempt.
- Build a 10x10 house/shack somewhere on the lot. You may use a foundation and you may have a basement. Make it single story [basement does not count as a story]. You may also include/decorate with:
- Half-Walls [Allowed].
- Wall Coverings [Anything up to §4].
- Floor Coverings [Anything up to §4].
- Fences [Anything up to §10].
- Gates [Fearless Gating; Farm Country Gate].
- Stairs [Doozey Step Staircase].
- Doors [A Simple Door].
- Windows [Survival Window; The Nugget Window*; Window-Palooza; Window in a Can].
- You MAY build a pond.
- You may furnish your house with the following items to begin with [you MUST save §750 at the end of building and furnishing, but must NOT save more than §1,000]:
- Sinks [Brash Bowl; Plain Basin; Squatters’ Sink].
- Toilets [Common Commode; Bargain John].
- Showers & Tubs [Simple Shower; JustaTub].
- Counters [Country Fried Counter; Country Fried Counter Island].
- Cabinets [Country Fried Overhead Cabinet; Country Fried Overhead China Cabinet; Counter Culture Overhead Cabinet; Counter Culture Overhead Cabinet
(Double-Sided); Hanging Pot Rack].
- Dining Tables [Table-Licious; Knack Outdoor Tables].
- End Tables [Syntactic End Table; Trails End Table].
- Desks [Drawltop Worksurface].
- Beds [Sleeping Bag*; Signs-Of-Springs Bed*; The Single Post Bed; Small Brass Bed;
B.R.A.S.S. Double Bed; Bare Bones Bunk Bed*; Bare Bones Loft Bed*].
- Dining Chairs [The Exquisite Bistro Bed; Castleino Classique Chair*; Simmer Down
Simmer Down Chair].
- Living Chairs [The Avant; The Eco Rustic*].
- Sofas & Loveseats [The SSX Comfort Zone*; The Prim and Proper].
- Audio [Audio Lite].
- Misc. Electronics [Clock d’Arte*; Quick Tick Wall Clock; Little Steamer Clock*].
- Sporting Goods [Baseball; Foot-and-hand ball; Shut-In Treadmill].
- Hobbies & Skills [Artsy Easel; Outdoor Chess Table; Epic 10th Anniversary Chess Set].
- Floor Lamps [Bawdy Candle].
- Outdoor Lights [The Aftergloe II; Volcano Table Torch].
- Décor [ANYTHING PRICED UP TO §150].
- Bookshelves [Classically Tasteful Literature; Back2School Bookshelf].
- Dressers [The Evrityme Dresser].
- Vehicles [Vertistation Bike Rack; NostalgiCycle].
- Leave room for a garden – this is very important.

Free Day
- You know have a free day until 12 Midnight.
- During this day you MUST:
- Take a class in gardening so you receive seeds.
- Buy Gardening Vol. 1: The Watercan Chronicles.
- Gain a job in the Military or Law Enforcement Track.
- I suggest that you also begin fishing so you can stock your personal pond [if you chose to build this]. I also suggest visiting the grocery store with any left-over money so you have food to sustain you until you are able to grow your own.
- You MUST spend all of your money before midnight.


Beginning Rules
- You CANNOT use any electronic items other than what has been outlined above.
- You CANNOT leave your lot during the beginning stages; you may only leave to attend work.
- You CANNOT speak to any townie apart from those you work with. You CANNOT visit them, but they MAY visit you.
- You CANNOT use cheats [exception being those for debugging – resetSim, moveobjects, etc.]. MODS MAY be used, unless they give you an unfair advantage. Use your best judgement here.
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Test Subject
Original Poster
#2 Old 24th Nov 2011 at 4:00 AM Last edited by Jayne2 : 24th Nov 2011 at 9:20 AM.
Default Generation One
STAGE ONE
‘Anarchy is the only slight glimmer of hope’ ~ Mick Jagger.
What’s Happening: So you’ve made it. You have a place, somewhere considerably safe and liveable. Though this state of content will not last for long. You have no food, no skills and you have only just started a job. The world is counting on you, but first you need to get control of your own life.
Requirements:
- Maintaining a garden. This should be your top priority as it is the only source of food you will receive in the beginning.
- Maintaining a pond. If you caught fish, you may begin your pond. Fishing will be another source of food, and very important.
- Gaining athletic and logic skill. At this point in the challenge, you will be wanting to up your skills to advance in your career path. Athletic and logic skills will also come in handy later on.
- Advancing in your career.
- Find a spouse. You MUST marry someone from the same career path as yourself.
- Have children.
Rules:
- NO electricity. Do not use electrical items except for what has been cleared in the ‘Housing Requirements’ section (these items run on batteries and if they break you MUST NOT repair them – no more batteries!).
- NO usage of services.
- NO Woo-Hoo, you MUST use Try-For-Baby EACH TIME. If you Sim is male, you MUST marry the female Sim if they become pregnant. The ONLY exception to this is gay Sims, in which case you may Woo-Hoo ONCE before marriage (we’re religious like that, yo!). If you have gay Sims, they MUST adopt a baby after each Woo-Hoo.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- NO extra money. You CANNOT sell food/fish/art; instead you must live on the money you receive through work.
- NO adding to the house through either build or buy mode. The ONLY exception to this is upgrading to the B.R.A.S.S. Double Bed when your Sim has a romantic interest.
Moving To Stage Two:
- When your first child is born/adopted you may advance to the next stage.
Losing The Game During Stage One:
- If you lose your job, GAME OVER.
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.


STAGE TWO
‘A new baby is like the beginning of all things – wonder, hope, a dream of possibilities’ ~ Eda J. Le Shan.
What’s Happening: With your new child born you are beginning to see a glimmer of hope in this barren wasteland of a town. Now you have one thing to strive towards, to live for – your baby. With that in mind you begin to try harder in everything you do, you want this child it see a good world before they die.
Requirements:
- Maintaining a garden. This should be your top priority as it is the only source of food you will receive in this stage.
- Maintaining a pond. If you caught fish, you may begin your pond. Fishing will be another source of food, and very important.
- Gaining athletic and logic skill. You are still attempting to up your career, and the logic skill will come in handy in this level as well.
- Advancing in your career.
- Having children. This is NOT a requirement, but as you will realise in the rules further on, you will discover that it may be handy.
Rules:
- NO electricity. Do not use electrical items except for what has been cleared in the ‘Housing Requirements’ section (these items run on batteries and if they break you MUST NOT repair them – no more batteries!).
- NO usage of services.
- NO moving out of the home UNLESS a divorce happens. Young Adult Sims MAY marry and have their spouse move in. They may also have children.
- You MAY add to your house with a maximum of THREE BUY items PER DAY. Take from the list in the ‘Housing Restrictions’ section. EXCEPTIONS are:
- KIDS Furniture [Yummer’s High Chair; First Step Potty Chair; Kinder Kontainer].
- KIDS Toys [Baby Braniac Peg Toybox; Rip Co. Xylophone; Wugglesworth Schnuggles Bear;
Infinitory Imagination Station].
- KIDS Misc. [ANYTHING WORTH UP TO $100].
- NO Woo-Hoo, you MUST use Try-For-Baby EACH TIME. If you have gay Sims, they MUST adopt a baby after each Woo-Hoo.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- You MAY make money from food/fish/art.
- You Sims’ spouse MAY quit their job to maintain the family home.
- If your Sim contracts more than TWO of the following traits they MUST be killed on the basis that there is anarchy everywhere, and murder is rampant [you MAY use cheats to achieve this death]:
- Absent-Minded.
- Clumsy.
- Couch Potato.
- Coward.
- Heavy Sleeper.
- Unlucky.
- You MAY leave your property, but can only visit the following places:
- Library.
- Gym.
- Work.
- Houses of GOOD FRIENDS and WORK MATES/BOSS.
Moving To Stage Three:
- You need to reach level 10 of athletic AND logic skill.
Losing The Game During Stage Two:
- If you lose your job, GAME OVER.
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.


STAGE THREE
‘It ain’t no sin if you crack a few laws now and then, just so long as you don’t break any’ ~ Mae West.
What’s Happening: Electricity is back up and running! And you are going to take as much advantage of this as possible. Work on your hacking skills to gain extra money, and to find out who is behind all of the crime, and bring them to justice.
Requirements:
- Advancing in your career.
- Having children. This is NOT a requirement, but as you will realise in the rules further on, you will discover that it may be handy.
- Hacking into a computer for 30 minutes EVERY day. If you miss a day, you must use testingcheatsenabled to have a burglar visit your house.
Rules:
- NO usage of services.
- NO moving out of the home UNLESS a divorce happens. Young Adult Sims MAY marry and have their spouse move in. They may also have children.
- You MAY add to your house with a maximum of THREE BUY items PER DAY. Take from the list in the ‘Housing Restrictions’ section. EXCEPTIONS are:
- KIDS Furniture [Yummer’s High Chair; First Step Potty Chair; Kinder Kontainer].
- KIDS Toys [Baby Braniac Peg Toybox; Rip Co. Xylophone; Wugglesworth Schnuggles Bear;
Infinitory Imagination Station].
- KIDS Misc. [ANYTHING WORTH UP TO $100].
- Large Appliances [Swish Dishwasher; Chillgood Fridge; Crazy Grady’s Trash Compactor;
SimmerChar Dual-State Stove; The SwashBuckler Washing Machine*; Le Dryer de Clunk*].
- Small Appliances [Deluxe Sonarange 2000].
- Lighting [ANY LIGHTING COSTING UP TO $100].
- TVs [Old Timey Tele; Retro-tastic TV*; Channel Trowler].
- Computers [Easy Machine].
- Vehicles [Car-Spot Parking Space; Vorn P328; Tofunda Wagon ; The Beast; IF USING CC, BUY A CAR THAT SUITS THE STORYLINE – SOMETHING BIG/WORKLIKE].
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- You MAY make money from food/fish/art.
- You Sims’ spouse MAY quit their job to maintain the family home.
- If your Sim contracts more than TWO of the following traits they MUST be killed on the basis that there is anarchy everywhere, and murder is rampant [you MAY use cheats to achieve this death]:
- Absent-Minded.
- Clumsy.
- Couch Potato.
- Coward.
- Heavy Sleeper.
- Unlucky.
- You MAY leave your property, but can only visit the following places:
- Library.
- Gym.
- Work.
- Houses of GOOD FRIENDS and WORK MATES/BOSS.
- Ponds.
Moving To Stage Four:
- You need to reach level 10 of your career path. ONCE THIS HAPPENS, THE CHALLENGE MOVES TO YOUR HEIR.
Losing The Game During Stage Two:
- If you lose your job, GAME OVER.
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.
- If you Sim becomes an elder with no heir (CANNOT ADOPT AS AN ELDER), GAME OVER.
Test Subject
Original Poster
#3 Old 24th Nov 2011 at 4:38 AM Last edited by Jayne2 : 24th Nov 2011 at 9:19 AM.
Default Generation Two
STAGE ONE

‘Every act of rebellion expresses a nostalgia for innocence and an appeal to the essence of being’ ~ Albert Camus.

What’s Happening: Your parents have worked hard to give you a good life, and while they may not have provided the best of everything, they provided the best they could. However, children can be rebellious, children can get pulled into the wrong crowd, and sometimes children can be the very thing their parents fought against.
Requirements:
- CHALLENGE IS BEGAN BY HEIR TO YOUR FOUNDER SIM. MALE OR FEMALE. MUST BE A YOUNG ADULT.
- Begin working in the criminal career.
- Find a spouse. You MUST marry someone from the same career path as yourself UNLESS you were already married while your parent was the MC of this challenge.
- Have children.
- Gain athletic and logic skills.
- Advancing in your career.
- You must do a SIDE JOB at least once a week. . If you miss a day, you must use testingcheatsenabled to have a burglar visit your house.
Rules:
- You MAY hire a MAID. No other services are to be used.
- NO moving out of the home UNLESS a divorce happens. Young Adult Sims MAY marry and have their spouse move in. They may also have children.
- You MAY add to your house with a maximum of THREE BUY items PER DAY. Take from the list in the ‘Housing Restrictions’ section and ANY items allowed from generation one. You MAY expand your house to a 20x20 lot.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- You MAY make money from food/fish/art.
- You Sims’ spouse MAY quit their job to maintain the family home.
- If your Sim contracts more than TWO of the following traits they MUST be killed on the basis that there is anarchy everywhere, and murder is rampant [you MAY use cheats to achieve this death]:
- Absent-Minded.
- Clumsy.
- Couch Potato.
- Coward.
- Heavy Sleeper.
- Unlucky.
- You MAY leave your property, but can only visit the following places:
- Library.
- Gym.
- Work.
- Houses of GOOD FRIENDS and WORK MATES/BOSS.
- Ponds.
Moving To Stage Two:
- When you enter the EVIL branch of work, you may move onto the next stage.
Losing The Game During Stage Two:
- If you lose your job, GAME OVER.
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.
- If your Sim goes to jail, GAME OVER.
- HOWEVER, rather than the challenge completely ending, you MAY chose another heir from your founding generation to continue the challenge – starting this stage again.

STAGE TWO

‘The world is a dangerous place to live; not because of the people who are evil, but because of the people who don’t do anything about it.’ ~ Albert Einstein.

What’s Happening: So you’re evil, you’ve accepted that. Keep working your way up that career ladder and maybe, just maybe, you can become the ruler of this place.
Requirements:
- Have children.
- Gain athletic and logic skills.
- Advancing in your career.
- You must do a SIDE JOB at least once a week. . If you miss a day, you must use testingcheatsenabled to have a burglar visit your house.
Rules:
- You MAY hire a MAID. No other services are to be used.
- NO moving out of the home UNLESS a divorce happens. Young Adult Sims MAY marry and have their spouse move in. They may also have children.
- You MAY add to your house with a maximum of THREE BUY items PER DAY. You now have FREE RANGE of buying anything – being a Henchman has it’s advantages.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- You MAY make money from food/fish/art.
- You Sims’ spouse MAY quit their job to maintain the family home.
- If your Sim contracts more than TWO of the following traits they MUST be killed on the basis that there is anarchy everywhere, and murder is rampant [you MAY use cheats to achieve this death]:
- Absent-Minded.
- Clumsy.
- Couch Potato.
- Coward.
- Heavy Sleeper.
- Unlucky.
- You MAY leave your property, but can only visit the following places:
- Library.
- Gym.
- Work.
- Houses of GOOD FRIENDS and WORK MATES/BOSS.
- Ponds.
Moving To Stage Three:
- When the child you plan to make your heir becomes a young adult.
Losing The Game During Stage Two:
- If you lose your job, GAME OVER.
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.
- If your Sim goes to jail, GAME OVER.
- HOWEVER, rather than the challenge completely ending, you MAY chose another heir from your founding generation to continue the challenge – starting this stage again.
Test Subject
Original Poster
#4 Old 24th Nov 2011 at 5:14 AM Last edited by Jayne2 : 24th Nov 2011 at 9:20 AM.
Default Generation Three
STAGE ONE
‘But I am constant as the northern star, Of whose true-fix’d and resting quality There is no fellow in the firmament’ ~ William Shakespeare.

What’s Happening: Your parent is dead. They lived by the sword and they died by it, coming into contact with a man who strangely resembles the hero in a movie you watched on an old VCR tape you discovered when you were five…
Requirements:
- PARENT MUST BE KILLED BEFORE THIS CHALLENGE BEGINS. GRANDCHILD OF FOUNDER TAKES OVER THE CHALLENGE FROM THIS POINT ON.
- Delete all items that do not comply with the guidelines outlined in the ‘Housing Requirements’ you used when first building your house.
- NO MORE MONEY. You must deplete your money supplies by buying items and putting them into your family inventory where they will not be used again.
- Maintaining a garden. This should be your top priority as it is the only source of food you will receive in the beginning.
- Maintaining a pond. If you caught fish, you may begin your pond. Fishing will be another source of food, and very important.
- Find a spouse. Your spouse must be a townie/NPC who walks onto your lot OR someone you meet at the library.
- Have children.
- Gain writing skills [you will spend a great deal of time at the library, as you are not allowed a computer].
- Register as a self-employed writer.
Rules:
- NO electricity. Do not use electrical items except for what has been cleared in the ‘Housing Requirements’ section (these items run on batteries and if they break you MUST NOT repair them – no more batteries!).
- NO service usage.
- NO moving out of the home UNLESS a divorce happens. Young Adult Sims MAY marry and have their spouse move in. They may also have children.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- NO extra money. You can only make money from your writing OR your spouses’ career.
- NO adding to the house through either build or buy mode.
- If your Sim contracts more than TWO of the following traits they MUST be killed on the basis that there is anarchy everywhere, and murder is rampant [you MAY use cheats to achieve this death]:
- Absent-Minded.
- Clumsy.
- Couch Potato.
- Coward.
- Evil.
- Heavy Sleeper.
- Unlucky.
- You MAY leave your property, but can only visit the following places:
- Library.
- Houses of GOOD FRIENDS or FAMILY MEMBERS.
Moving To Stage Two:
- When you are earning §4,000 per week in royalties from writing [equivalent of Professional Author LTW].
Losing The Game During Stage Two:
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.
- HOWEVER, rather than the challenge completely ending, you MAY chose another heir from your founding generation to continue the challenge – starting this stage again.


STAGE TWO

‘I know I’d go from rages to riches’ ~ Rags To Riches by Richard Alder & Jerry Ross.

What’s Happening: Your books are a world-renounced hit, people read them and feel enlightened by what they describe. You’ve given people inspiration to move the world forward, to keep going, and to help restore order to the town.
Requirements:
- You must continue to stay self-employed.
- You may know buy whatever you can afford and expand your home to whatever degree you would like.
- Have children.
Rules:
- You may use electricity.
- You may use whatever services you wish.
- NO moving out of the home UNLESS a divorce happens. Young Adult Sims MAY marry and have their spouse move in. They may also have children.
- If your Sim has the FAMILY-ORIENTED trait, you MUST Try-For-Baby (or adopt) whenever a wish to have a child appears.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- NO extra money. You can only make money from your writing OR your spouses’ career.
- You MAY leave your property.
Moving To Stage Three:
- When your Sims’ heir has become a young adult.
- When your Sim has at least §10,000.
Losing The Game During Stage Two:
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.
- HOWEVER, rather than the challenge completely ending, you MAY chose another heir from your founding generation to continue the challenge – starting this stage again.
Test Subject
Original Poster
#5 Old 24th Nov 2011 at 5:22 AM
Default Generation Four
STAGE ONE

‘Our business here is to be Utopian, to make vivid and credible, if we can, first this facet and then that, of an imaginary whole and happy world’ ~ H.G. WELLS, A Modern Utopia.

What’s Happening: Your parents and great-grandparents helped make this world a better place. They were heroes, and it is now your turn to reap their benefits.
Requirements:
- You need to save money like crazy.
- You may decorate your home any way you see fit. Flowers are blooming, trees are growing, and the world is finally beautiful.
Rules:
- You may use electricity.
- You may use whatever services you wish.
- If your Sim has the FAMILY-ORIENTED trait, you MUST Try-For-Baby (or adopt) whenever a wish to have a child appears.
- If you make an ENEMY you must FIGHT them THREE times. If you lose the majority of this time (twice), you DIE.
- You may make money any way you wish.
- You MAY leave your property.
Moving To Stage Two:
- When your Sim becomes rich.
- When your Sim moves into/builds another house with the money they have saved. They MUST bring any family members currently living with them along.
Losing The Game During Stage Two:
- If your Sim dies, GAME OVER.
- If you Sim loses two out of three fights with an enemy, GAME OVER.
- HOWEVER, rather than the challenge completely ending, you MAY chose another heir from your founding generation to continue the challenge – starting this stage again.



COMPLETED CHALLENGE


Quote:
Please give me tips/advice/questions for improving!
Test Subject
Original Poster
#6 Old 24th Nov 2011 at 5:34 AM Last edited by Jayne2 : 24th Nov 2011 at 9:11 PM.
Default Scoring
SCORING


+1 for actually reading through all those damn restrictions and rules!
+1 for actually attempting this challenge despite said amount of restrictions and rules!
+5 for every promotion your Sim goes through.
+5 for every child born.
+10 for every skill point your Sim earns.
+10 for every book published by your Sim.
+100 for every skill your Sim maxes out.
+200 for every living Sim at the end of the challenge.
+1000 if your Founder Sim is alive at the end of the challenge.
-5 for every enemy made.
-10 for every Sim that dies from old age.
-20 for every time a robber visits your home.
-50 for every baby taken by a social walker.
-100 for every Sim that dies from something other than old age (EXCEPT for second generation parents as per outlined in requirements).
-300 for every Sim that goes to jail.
-500 for every job lost by a Sim.


You win if you get a positive [+] score!
Scholar
#7 Old 24th Nov 2011 at 3:37 PM
Do we automatically get a -200 when we kill off the parents?
Test Subject
Original Poster
#8 Old 24th Nov 2011 at 9:10 PM
Quote: Originally posted by Zokugai
Do we automatically get a -200 when we kill off the parents?


Good point! Nope, I'll edit that to make an exception .
Test Subject
#9 Old 25th Nov 2011 at 12:56 AM
What age setting would you recommend for this. It looks like fun.
Scholar
#10 Old 25th Nov 2011 at 2:20 AM
By "rich" to win the game, what do you mean? $50K?
Test Subject
Original Poster
#11 Old 25th Nov 2011 at 3:02 AM
Quote: Originally posted by mamaca0076
What age setting would you recommend for this. It looks like fun.


Normal or Long would both work quite well (in my current experience; I am using normal).
Test Subject
Original Poster
#12 Old 25th Nov 2011 at 3:03 AM
Quote: Originally posted by Zokugai
By "rich" to win the game, what do you mean? $50K?


Your Sim must gain the status of 'Rich', I believe that DOES equate to 50k (correct me if I am wrong, however).
Test Subject
#13 Old 28th Nov 2011 at 12:28 AM
STAGE ONE



Once upon a time there was Joseph Kepprich. Joseph was Lucky, Athletic, a Computer Whiz, Genius, and had a Good Sense of Humor. It seemed Joseph had it all, but that couldn't be further from the truth. It had been many years since the big accident, but Joseph was still one of the first to recover. With no stores, police officers, and few jobs, this was a dangerous time. But that wasn't going to stop Joseph's dream of becoming an astronaut, so he still applied to be a lowly Latrine Cleaner at the military.



Because of Joseph's new job, and the $10,000 Joseph had left to him by his family, he soon set up a sanctuary to live in. Although it was dirty and unsafe, it would have to do. It had a pond for fishing and a garden for growing food. What more could he ask for? Well, besides knowing how to fish or garden... But that time would come.



Joseph set up a small house that he could only relate to a bunker. It was cold, dim, and dull. And to boot, it had no electricity. But if Joseph was to survive off of his meager harvest of apples, tomatoes, and lettuce, he needed a place to stay. So he let it be. He didn't know how on earth he could fit a family in there, if that time came, but he didn't worry about the future. Life was so fickle at this point, he didn't even worry about the next day. No one knew if they'd survive with all of the murderers around.



It was a very tough first weeks. Joseph waited and waited for his harvest to come in while the pounds dropped off of him. He was on the verge of starvation by the time the apples were ready to be picked. With the last strength in his body, he harvested all the food he could. From that moment on, Joseph made a point to carry at least 25 apples in his inventory, as a reminder that he would never get that close to dying again.



Time went by. Food was harvested. Joseph worked. Things figured themselves out. Then, disaster struck! At the time it was least expected, Joseph was robbed! By the time he saw the burglar, it was too late. He ran off with his toilet and half his candles. Luckily, Joseph had been saving up his money from work and easily replaced the stolen furniture. However, this wasn't enough for Joseph. Sure, he had his stuff again, but that wasn't the point. He felt unsafe, violated even. Joseph vowed that if he ever found the opportunity to get back at the robbers, he would take it.



After this incident, Joseph started to rethink his priorities. He thought about the love of his life, his boss: Erin Kennedy. He loved her so much, and now that he saw how unpredictable life was, he wanted to make his move. So after a few short Sim hours at her house, he sealed the deal and married his best friend. The two Sims would have many wonderful experiences, like having their first child together. But that's another story...
Test Subject
#14 Old 17th Aug 2016 at 8:38 PM
This was (still is) my favorite challenge for the sims 3. I played it a few times and I had a blast everytime. I was thinking... can it be adapted to sims 4? I can't play sims 3 anymore (a shame) and I miss this challenge so bad :c
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