Challenges

I'm following the challenges bellow on The Island:


The Going Solo Challenge, by Vuneca

This challenge I'll be following completely, observing the rules bellow.

The Rules
This isn't your average legacy challenge.  The goal is to achieve ALL LTWs and reach the top of ALL possible careers/professions without repeating any. You can only have ONE child per generation.


-Start with a single sim. Any sim in any world on any time frame you want.

- Your sim can have ONE child ONLY. By pregnancy or adoption.

-No one else in the house. NO spouses, NO roommates, NO siblings. If your sim has a multiples birth, pick one baby and move the other(s) in with the other parent. (I go into "edit town" to accomplish this).
*The exception is grand children and great grandchildren if your eldest sim still lives when future generations have their one child.
**If it's essential for your story you can have an NPC roommate

-ITF plumbots - You can have ONE plumbot as part of your family but they can not add to the family funds (no career or job), have families of their own (via MODs), or contribute toward completed LTWs. I would set them up to be the nanny/housekeeper and try to direct them as little as possible. no simbots unless you make them a NPC [though I still recommend against them]
(the reason I say no simbots is because they are not task specific like plumbots are. They are just like a reg sim, which would be against the focus of this challenge)

-Each generation must have a unique LTW and job. No repeats! (depending on which expansions you have, if you achieve ALL the LTWs but not all the jobs, you can then start to repeat the LTW while you finish working through the jobs. Or vice versa. But not before!)

-Each child should inherit at least one trait from each parent (unless adopted of course)

-Do not let your child be taken by social services!

-Based on which EPs you have you should try to go through all the dif occult sims as well.

 

Build a World Challenge, by EliRoc

 
I'm creating this challenge inspired on  Rebuild the World Challenge, by X8_Bliss. But here the rules are a little different.
 
Here how it works:
 

What's the goal:


The goal is to start a city from 0 and build it completely.

 

How am I going to do it?

 

First came the idea. Then the desire to see this idea come true ...
Following this thought, I want to create a world. But I will start from scratch ... or almost from scratch! The only skill object that my Sim will have is the Working Bench, and one Sim will have the trait inventor.
Step 1:
Now the Sim will have to invent the objects that will help them develop their skills: the skills objects, and all other kind of stuff, like pieces of furniture, decoration, etc.
Step 2:
Once having the Sims invented the basic objects, Community Lots can created, but according to their importance and the LTW existing Sims.
Therefore, it is more interesting to start with some sims keys, with the necessary ltw for the construction of the most important community lots.
 
 

What do I need:

 
  1. An empty world
  2. At least 4 sims.
  3. At least 1 very small house almost unfurnished (just the basics, no decoration, no other appliances other than the cheapest oven and fridge).
  4. 1 Working Bench
  5. Some seeds (already planted or not)
  6. A natural place to go fishing (world river, lake or sea - no Community lots with fishing spots!)
  7. Junk (no junkyard! Just a pile of junk somewhere)
     
     

How am I going to start:

 
  1. I chose Sunlit Tides and I bulldozed all the building, evicted all families.
  2. I created a community of 11 sims + a few dogs and cats.
  3. In order to be able to play all of them, I created a lot 64x64 with
  4. 3 houses, like dormitories (only beds and some chairs)
  5. Another house in the middle to be used as kitchen/dining. The kitchen has an old stove, where the sims can bake bread, a few old cupboards and a small trash bin. Officially, there's no fridge, but I found out, a Sim cannot cook without a fridge, so I placed one, disguised as a cupboard. There's also 3 park tables, they can use to eat.
  6. 1 bathroom, including 4 toilets and 4 showers.
  7. 1 Firepit in the middle.
  8. 1 Working bench
  9. A garden with a few plants
  10. A few chickens
  11. The dogs and cats have only the eating bowls.
  12. I created a lot "visitors allowed" at the beach and put some junk piles. So it looks like natural trash carried by the sea to the beach.
 
 

Now my rules:

 
Allowed: I want to have fun, so my "allowed" list shall be much bigger lol
  1. Mods (only the ones which make the game runs smothly)
  2. CCs
  3. Changing active family at will.
  4. Once in a Sim day, use the "make everybody happy", because this make me happy also lol.
  5. Any trait, any LTW, any careers.
  6. A sim can follow as many careers as she/he wants (for Going Solo challenge, I'll select a Sim per generation.)
  7. All supernatural sims
  8. Editing  Sims in CAS
     
Not allowed:
  • Use "make everybody happy" more than once a Sim day.
  • Cheat on Sims skills (raising them manually)

 

The inventor:

 
The inventor (can be one or many sims) will play a vital role at the beginning. He'll be the one being able to create all the objects needed. Basically, he will invent them. A few objects he can invent by himself, like furniture, etc.
 
 

Skills Objects:

 
Other objects, however, like all the Skills Objects, he'll need either to learn the skill first or to be friend with someone who knows the skill or has the trait that would require that object. In the second case, his friend will place an order. After inventing, he'll give the object to his friend. After that, he'll be able to create as many of the specific object as we wants.
 
Ex. 1: Treadmill
  • A friend places an order for a Treadmill. He has the athletic sill, level 3
  • The Inventor creates it and gives to his friend.
  • After that, the Inventor learned this object, so he can create as many as he wants.
Ex. 2: Guitar
  • A friend places an order for a guitar. He obviously cannot play but he has the LTW Rock Star (or at least he's one of the music traits)
Ex. 3: Books
  • The world will have no books until there's a writer to write them. There'll be no bookshelves and all books I see will be deleted (or sold)
  • Since the writer needs a computer to write the books, the Inventor will have to create one first. 

 

Community Lots

 
Here, the inventor doesn't play any role, unless the Community Lot needs any Skill Object, which has not been invented yet. If so, then someone has to place an order and wait until the inventor creates it.
Ex: Theatre: needs guitar, bass, drums.
 
 
Criteria for placing Community Lots:
 
  • To create the specific Community Lot, at least 1 Sim will have to need it for achieving his LTW. He'll be the one to create it.
  • If a skill object is required for the Community Lot, it must have already been created, otherwise, the cannot be built.
  • A skill object is always required for a building where a Sim can learn the respective skill.
  • For each Community Lots, the respective Sim must have achieved a certain skill level (see list bellow)
  • If more than one skill is required, many sims can build the Lot together, as long as they're friends. (Ex: Sim 1 can play guitar, Sim 2, drums, Sim 3, bass)
 

List of Skills levels needed for each Community Lot:

  • The buildings listed bellow are the ones needed for completing this challenge. All others are nice to have but irrelevant.

School:  6 logic, 5 charisma,
Restaurant - diner and bistro:  7 cooking
Park: 5 gardening
Supermarket: 2 gardening and/or 2 fishing.
Bookstore: 5 writing
Theatre:  4 guitar, 4 bass, 4 drums
Art Gallery: 4 painting , 4 sculpting
Pool, Spa: 3 athletic
Gym: 5 athletic
Police station: 8 athletic, 5 martial arts
City Hall: 5 charisma
Science facility: 8 logic, 3 gardening 
Hospital: 7 logic, 4 gardening
Military base: 5 logic, 5 athletic
Stadium:  9 athletic
Corporate Tower:  7 charisma, 7 writing 
Graveyard: 1 Sim must die, doesn't matter who.

 
 

 
 

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