THIS
IS A RE-POST. CLICK HERE TO SEE ORIGINAL POST BY Styxlady.
For those who wanted to try
taking up the Apocalypse challenge but find it too complex then this challenge
is for you as it is a mix between apocalypse and a choose-your-own-adventure
book. How strict or how lenient the challenge is all up to you as you pick the
rules and limitations through mini challenges. And then halfway the challenge
you may choose the path you would want to venture – towards the light, or
towards the dark?
Starting out
Your founder may be male or
female. You may purchase any size empty lot in any town to begin with.
General Rules
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.
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.
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
teenagerhood. Upon YA-hood, all non-heirs must move out immediately.
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.
The 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 there is no running water,
sprinklers may not be used.
Only the cheapest washing
machine is allowed, and no dryer (just the clothes line).
Male founder or male spouse must
enroll in military, gardening or fishing career. A female founder or female
spouse 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).
Women must have babies at home -
NO hospital.
No travel (planes haven't been
invented yet).
You can only gain athletic skill
from the weight bench, jogging or swimming.
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, or cooking.
No phone use (they haven't been
invented yet). You must go to others' houses to visit/meet someone.
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.
Starting with the sims of
generation 2, if the heir(ess) or spouse masters the handiness skill,
cars/carpools are unlocked. If this generation doesn’t complete this, it will
be up to future generations to gain the necessary skill.
Starting with the sims of
generation 2, if the heir(ess) or spouse masters the artistic skill, walls and
floors may be any material. If this generation doesn’t complete this, it will be
up to future generations to gain the necessary skill.
Once heir reaches the top of the music or
artistic careers, radios are able to be purchased and used, and you may make
use of plastic surgery from the hospital.
Gen
2 Mini Challenge
Make at least 1000 simoleans by
busking (no subway busking). +3 points.
Generation 3 - Let there be
light!
Your heir(ess) 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(ess) 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;
Indoor plumbing has been
invented, so dishwashers, toilets and showers may now be placed indoors;
Dryers of any quality may now be
purchased, and you may now replace the cheap washer with an expensive one.
Gen
3 Mini Challenge
Discover all potions and
inventions during this generation. +3 points
Generation 4 - Sports &
Entertainment
Your heir(ess) has a choice
between the acting career, sports career, or mixologist/nectarologist.
The spouse may work in the field
the heir(ess) did not choose, or any of the previously unlocked professions.
Once the heir(ess) has reached
the top of the acting career or the sports career (or has reached level 10 of
mixology and earned the ability to moonlight at all bars, clubs, and lounges AS
WELL AS level 10 of nectar making), televisions, video cameras, cell phones,
and arcade games are able to be purchased and used, as are workout machines.
Generation 5 - Crossroads:
Criminal vs. Law Enforcement
Heir(ess) has a choice between
the criminal or law enforcement career.
Spouse can ONLY choose one of
the previously unlocked careers.
If heir(ess) chooses the
criminal career track - every child born afterwards will need to be given the
rebellious trait (or evil if you don’t have Generations), until a future
heir(ess) (generation 9) reaches the top of the law enforcement career. Also,
if you choose this route, 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(ess) chooses the law
enforcement track - every child born afterwards will need to be given the “No
Sense of Humor” trait, until a future heir(ess) (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(ESS) 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(ess) 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 6 a. – Make the World
A Better Place
Heir(ess) must join the
political career or the firefighter career. Spouse may enter the job the heir
does not choose, or do any previously unlocked profession.
After reaching top of political or
firefighting career, heir(ess) lifts the one child/family law, and smoke alarms
are unlocked and able to be purchased.
Once the heir(ess) reaches level
10 in the chosen career, the one room per sim restriction is lifted.
Generation 6 b. – It’s Just
Business
Heir(ess) must join business
career or ghost hunter career. 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.
Generation 7 a – Caring for
Others
Heir(ess) must choose between
medical career or daycare profession. Spouse may work in the field not chosen
by the heir(ess), or any other previously unlocked profession.
Once heir(ess) has reached the
top level of chosen career, computers and video games are able to be purchased
and used.
Generation 7 b. – Creative
Thinking
Heir(ess) must choose between
architectural design or self-employed writing. Spouse may work in the field not
chosen by the heir(ess), or any other previously unlocked profession.
Once the heir(ess) reaches level
10 in the chosen career, the one room per sim restriction is lifted.
Generation 8 a. – Serving the
Public: Education or Journalism
Heir(ess) must choose between
education or journalism career tracks.
Spouse may work In the field not
chosen by the heir(ess), or any other previously unlocked profession.
Generation 8 b. – Serving the
Public: Journalism or Medical
Heir(ess) must choose between
Journalism or Medical careers. Spouse may work in the field not chosen by the
heir, or any other previously unlocked profession.
Once heir(ess) reaches level 10
of chosen career, smoke alarms are able to be purchased
Generation 9 a. – Full Circle:
Criminal
Heir(ess) must join the criminal
career. Spouse may do any previously unlocked career.
Once heir(ess) 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(ess) must join the law
enforcement career. Spouse may do any previously unlocked career.
Once heir(ess) reaches level 10
in law enforcement, “Rebellious” or “Evil” trait is no longer required for each
child, and home security systems are unlocked.
Generation 10 – Go Out With A
Bang
Heir(ess) must have 10
biological children.
All children must live with the
heir(ess), and all toddlers must learn walking, talking and potty before their
child birthdays.
Points
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 per
generation (by any family member)
Mini Challenges
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 10 points if you
did not use any lifetime rewards during the challenge.
Creature Comforts:
3 points for each type of
creature which joins your family’s household at any point in the challenge
(Simbot, Ghost, Vampire, Mummy, Unicorn, or Imaginary Friend if it becomes
real).
Who Needs Real People?:
Heir(ess) must marry his/her
imaginary friend. 5 points (one time only)
No Wish Left Behind:
If heir(ess) 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.
Do-It-Yourself (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
Love the One You’re With:
5 points if all spouses are
found within the town and not created for the heir(ess) in CAS.
A Life of Secrecy:
Founder and each following
heir(ess) 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