Author Topic: Rules: Household Skills Project  (Read 8656 times)

Offline hazelnut

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Rules: Household Skills Project
« on: May 21, 2012, 04:09:09 PM »
The aim is to explore the game – over the generations, to live in every town, max every skill and every career and complete every LTW.  The length of the game will depend on the number of expansion packs installed but it’s going to be many generations.

Moving to a new house unlocks one skill.  All household members must max the skill and someone must supermax it before the next heir can move to another house. One Sim in the last generation has the Renaissance Sim LTW and tries to max every skill.  Is this possible in a normal lifetime?

Rules

General
  • Lifespan set to normal, free will to high.
  • Weather, season and moon phase settings are up to you and can be changed at any time.
  • Sim Game Selector 3.0 (or patch 1.69) can be used to choose which expansions/stuff packs to play in a given town.  Pets, celebrities and occults can be switched off at will.
  • Age Freeze Potion is banned.  Young Again Potion may be made but not used.
  • No life-extending tricks (other than strategically-timed pregnancies).  EXCEPTION: if running out of time, the Renaissance Sim may use Ambrosia (made by them from ingredients they have personally grown/caught).  N.B. Don't worry about gaining the odd day here and there, e.g. by Sims taking mud baths when you take your eye off them.  Similarly, tattoos, plastic surgery and makeovers are all allowed in the first 24 hours after a birthday.  It's systematic life extension, e.g by Ambrosia or genie wishes, that's banned.
  • Death flowers may not be carried in inventory.
  • Apart from the last-generation exception noted above, Ambrosia may only be used to revive ghosts.
  • The Midlife Crisis reward is banned.
  • Travelling is banned for the first household.

Start of game
Create a young adult founder (free choice of traits).  The founder must be a normal human Sim.
Move them into a small, unfurnished house (and delete ALL furniture – no fridge or plumbing allowed – leaving only a cheap light in each room) or build a small, unfurnished house on an empty lot.
Use the familyfunds cheat to set household funds to §1000.
Having moved into a house, the founder is free to start learning ONE skill and working on their moving requirements.

Moving requirements (for the founder and heirs)
The founder/heir must buy:
  • two unique LTHP rewards
  • a building or property (properties must be fully upgraded).
Every Sim in the household must have maxed the household skill and one must have supermaxed it (i.e. reached level 10 and completed all related challenges).   This means that the founder must supermax a single skill while avoiding learning any others.
All household members apart from the one who is moving must have completed their lifetime wishes and maxed their careers.  (The founder/ heir can finish both after moving).
Once these requirements have been met, the founder/heir is free to move to a new house and start learning a new skill.

Moving
  • Moves can be to an empty lot or uninhabited house.
  • The family must live in every available neighbourhood at some point, so unless you only have Sunset Valley, some heirs will have to move to a new town.  Since the release of patch 1.55, Sims can move to a new town using their mobile phones.  Note that the whole household will move, so it's only a possibility if only the heir is left in the house.  I'd recommend the old method, which reduces the file size much more effectively.
  • Objects (including those bought with lifetime happiness points) may be taken to the next house.
  • Pets can also move but other Sims must be left behind.
  • The founder and heirs can only marry and have children AFTER moving.  Note that this restriction does not apply to SimBots, even though the game counts them as the inventor's children.
  • The founder and heirs must marry NPCs (all of different types).  Reproducing without a partner is also allowed.  Ghosts count as NPCs only if already present as a non-playable ghost when the town is first loaded.

Skills
  • Only one new skill can be learnt by each household.  EXCEPTION: since the skill challenges for all of the musical instruments are the same and the ‘Star’ challenge is hard to complete, music counts as a single skill.  At least one Sim in the household must master each instrument but only one has to be supermaxed.  Alternatively, you can play all of the instruments as separate skills if you want/are mad enough.
  • Skills unlocked by earlier generations can also be learnt.
  • Collecting, consigning, driving and hidden skills are free – any Sim can build these skills.
  • Skill challenges that fail to register (e.g. Vizard of Vine or photographic collections) can be counted as complete if the requirements have been met.

Careers
At some point in the game, every available career (rabbithole, part-time, profession and self-employed) must be maxed by someone.  For branching careers, this means both branches must be followed (this includes the Video Game Developer career, whose two branches join again at the top).

Lifetime wishes
Every available lifetime wish must be completed during the game, with the exception of Home Design Hotshot, which is probably impossible in a normal lifetime – however, there must be an architect (if you have Ambitions installed) and they must earn the empirical building model as well as reaching level 10.

Lifetime happiness rewards
These rewards are restricted:
  • any object bought with happiness points (collection helper, teleporter etc.)
  • inheritance
  • clone voucher.
Restricted rewards may only be bought as a unique reward by one heir (or the founder) – but the same Sim can buy more than one of the same type of object.   Non-heirs cannot buy these rewards.

Household
  • Children can be added to the family by birth, adoption or cloning.  Time-travel and alien abduction babies and PlantSims are also permitted.
  • Gender and traits of children can be selected – but…
  • Every trait must be allocated at least once.
  • Each Sim may use a birthday cake to age up early ONCE.
  • If Generations is installed, at least one child must attend each boarding school.
  • If University Life is installed, at least one Sim must complete each degree.
  • The heir can be anywhere in the birth order of a family.
  • At least one of each type of occult Sim (ghost, vampire, imaginary friend etc) must be part of the active household at some point – not necessarily at the same time.  They are subject to the same rules as the other household members.
  • All heirs must be normal human Sims.
  • Heirs' spouses must have a normal lifespan (i.e., may be a normal human Sim, witch, ghost, imaginary friend etc - assuming you can find one doing an NPC job.)
  • Spares and their spouses can be any life state.
  • Non-heirs (housemates, spouses, spares and former heirs) may move out after completing their LTW (and maxing a job, if appropriate) – but cannot be kicked out.
  • If a non-heir marries and their spouse moves in, rather than the non-heir joining the spouse's household, the spouse will also have to max the current skill before the heir can move.
  • Pets can be added to the household at any time.
  • All of the pet skills and tricks must be mastered at some point. (Go for supermaxed pet skills as well if you want to make things really tricky!)

Permitted cheats
Any cheat, custom content or mod that doesn't give you an advantage in game play is fine.
  • Familyfunds is only allowed at the beginning, to set the founder’s household funds.
  • Missing skill books can be added to libraries when starting to play in a town.   Auto-placed lots may be moved, deleted or replaced.  EA or custom community lots can be added as long as they don't give you an unfair advantage (e.g. a fire station with high-quality beds in the starting town wouldn't be in the spirit of the rules :) ).
  • Cheats can be used to reset stuck Sims and to fix trait drop - but NPC spouses with fewer than five traits can’t have extra ones added.

Optional rules
If any Sims are left behind in the old house, the heir will lose ownership of buildings and properties (this will also happen when moving to a new town).  There are two ways of dealing with this: either stick to each house owning a single building/property or sell everything before moving and then buy them back immediately after the move.  (If your family has become insanely rich, you could miss out the selling stage.)   When moving to a new town, if a ‘combined’ rabbithole was owned in the previous town, e.g. supermarket/diner, and the new town has separate buildings, then BOTH buildings must be bought in the new town.

After the first household, you may combine two skills in a single house.  There are some obvious pairings, e.g.
  • gardening and fishing
  • martial arts and athletic
  • handiness and inventing
  • painting and photography
  • charisma and social networking
  • advanced technology and bot building...
...but the details are up to you.  Each Sim must max at least one of the skills and both skills must be supermaxed by someone.



Edited 31/12/2012 to add note about Seasons/Supernatural settings.
Rules updated for University Life 18/3/2013.
Edited 18/5/2013 to clarify rules about life states.
Edited to reflect new (Patch 1.55) method of moving to a new town 26/8/2013.
Updated Sept/Oct 2014.
Edited 26/1/2015 to expand the choices for combined skills.
Updated 21/7/2017 and reproduction rules clarified (SimBots do not count as their inventor's children).

Offline ratchie

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Re: Household Skills Project Rules
« Reply #1 on: May 21, 2012, 06:34:01 PM »
What a well thought and interesting project. I am defintly adding this to my to do list. It looks hard but fun.

Rachel
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #2 on: May 22, 2012, 02:00:47 PM »
Thanks.   I'm glad someone else is going to have a go.  I've played through the first generation twice in testing - with different skills - and survived the experience (and so did the Sims).

Offline ratchie

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Re: Household Skills Project Rules
« Reply #3 on: May 22, 2012, 03:22:01 PM »
Once you move into your first home and delete furniture and change family funds are you then allowed to buy furniture.

Edited to ask another question can the founder get married while living in the first house or do they have to wait until they move for the first time to marry.

Rachel
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Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #4 on: May 22, 2012, 03:44:37 PM »
Holy cow this is the most insane challenge I have ever seen. In other words, I am itchin' to try it out. Literally, I just started itching.
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #5 on: May 22, 2012, 05:13:09 PM »
Rachel: yes, you can buy furniture staight away (although you won't be able to afford much).  And the founder has to wait until they've moved house to marry and have kids.

Ombradellarosa, good luck! :)  Do you want some cream for the itching?

Offline ratchie

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Re: Household Skills Project Rules
« Reply #6 on: May 22, 2012, 05:26:48 PM »
Thank you. Off to go get busy with the supemaxing then.

Rachel
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Offline simfulicious

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Re: Household Skills Project Rules
« Reply #7 on: May 22, 2012, 07:03:27 PM »
Woah!  This sounds very difficult, but I'm too tempted not to try.

Offline ratchie

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Re: Household Skills Project Rules
« Reply #8 on: May 23, 2012, 04:57:13 PM »
I have a couple of questions in the rules it says:

Objects (including those bought with lifetime happiness points) may be taken to the next house.

Does this mean my founder can purchase a moodlet manager and take it to the next house and then the heir could take it to the next house and so on and so forth,or is it only allowed to be used by the person who bought it.

Are genies allowed as spouses and parents of the heir. I am assuming not as a genies lifespan is extended which would fall under the no life extending tricks. IN the same vein I assume marriage to a vampire is out.

Rachel
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #9 on: May 24, 2012, 12:49:41 PM »
Yes, you can certainly take a moodlet manager to the next house (and the next one and the next one...)  Later generations are going to have quite an easy time.

I don't think genies and vampires should be allowed as spouses for the heir.  For non-heirs, fine.  I'll edit the rules to put that in.


Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #10 on: May 25, 2012, 11:01:40 AM »
Ombradellarosa, good luck! :)  Do you want some cream for the itching?
Heehee, no thanks, not itching anymore :)
And thanks!
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Offline simfulicious

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Re: Household Skills Project Rules
« Reply #11 on: May 27, 2012, 08:05:57 AM »
As I've been playing this I now I have a question about the LTR's.  Is it only the founder/heir that has to have 2 unique rewards from the other heirs, or does EVERYONE need unique rewards.  I'm pretty sure you mean only the heirs, but that still will be difficult.  Please clarify for me, thank you.

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #12 on: May 27, 2012, 09:00:48 AM »
It's only the heirs that need to have 2 unique rewards (i.e. different from the other heirs' unique rewards).  Apart from the restricted rewards (objects, clone voucher and inheritance), these could also be bought by non-heirs.

Offline lynyeld

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Re: Household Skills Project Rules
« Reply #13 on: May 28, 2012, 11:31:50 AM »
I agree with Ratchie. Sounds like a hard but fun challenge. I will give it a try

Offline ratchie

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Re: Household Skills Project Rules
« Reply #14 on: May 28, 2012, 03:18:28 PM »
Exactly how early can you cake up.  Could I miss out the baby stage all together.

Rachel
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #15 on: May 28, 2012, 03:53:04 PM »
You can use the cake at any time (but only once per Sim).  So, yes, you could go straight from newborn to toddler.

Online MarianT

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Re: Household Skills Project Rules
« Reply #16 on: May 28, 2012, 09:14:05 PM »
I already have too many projects and challenges going on, but this does look intriguing. I like the idea of moving to different neighborhoods; eight to ten generations in one place can get tiresome -- and buggy.
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #17 on: May 29, 2012, 01:18:44 PM »
Cutting down on the bugs was part of the reasoning behind the challenge  :)

Offline xFezIsAFreakx

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Re: Household Skills Project Rules
« Reply #18 on: May 29, 2012, 03:22:34 PM »
It's funny because I have a challenge like this in my just for fun file where I make my sims complete every LTW, skill and in every town etc and it's been going on for months. ;D I use cheats though, and there are obviously no restrictions. I don't think I could last this long without cheats, lol! I already have my thirty generation legacy which I'm trying to get going so I wouldn't have the time, but I look up to anyone who attempts this and completes it - it looks extraordinarily hard! Whoever completes this gets the official title of SuperSimmer. :P

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #19 on: May 29, 2012, 03:36:24 PM »
I've decided that my descendants and I (or my simself) will be the ones to complete this challenge. Thus I have decided to make one tiny tweak and make my husband and myself both, instead of founder marrying an NPC. I will have him out in the world though and they won't get married until after the move, I intend to follow all the other rules! It's just he gets sad when I marry someone else. :)
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #20 on: May 30, 2012, 03:12:42 PM »
Quote
Whoever completes this gets the official title of SuperSimmer. :P
More like slightly mad (but very persistent) Simmer  :)

Quote
It's just he gets sad when I marry someone else. :)
:)

Offline ratchie

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Re: Household Skills Project Rules
« Reply #21 on: June 03, 2012, 05:02:55 AM »
As far as jobs go could an heir move once they get to the top of a part time job meaning they could possibly move as soon as they age up to young adult.

Rachel
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Offline simfulicious

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Re: Household Skills Project Rules
« Reply #22 on: June 03, 2012, 07:13:10 AM »
Rachel-
The heir doesn't have to max their career or LTW before moving, but they can't move out until everyone else in the house has, as well as everyone maxing the skill.  One person also has to supermax.

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #23 on: June 03, 2012, 01:03:51 PM »
Rachel, Simfulicious has it exactly right (although you could still move quickly if the other twin had a part-time job).

Offline lynyeld

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Re: Household Skills Project Rules
« Reply #24 on: June 03, 2012, 03:44:38 PM »
I am thoughly enjoying myself!!!

I have just moved my first heir to a new town.
I have never played a game before, where you move towns and I have just found out that my heir has lost her 'family tree'.
She is now alone in her tree. Before moving she had parents and sibs.
Is this normal?

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #25 on: June 03, 2012, 03:51:00 PM »
Yes, it's normal.  Unless you move whole families (and tombstones of dead relatives), the game forgets about them.

Offline lynyeld

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Re: Household Skills Project Rules
« Reply #26 on: June 03, 2012, 04:00:06 PM »
Thanx.
I had good intentions of doing a story (which I havn't done before either), but I get so wound up in my game that I totally forget to take photos for the story.
Now it's a bit far down to start one now.

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #27 on: June 04, 2012, 03:19:11 PM »
(If this posts twice, blame my dodgy broadband connection.)

You could still post summaries of how you're getting on.  On the other hand, this is the first time I've got as far as posting a story :)  I'm glad you're enjoying the challenge anyway.

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #28 on: January 02, 2013, 01:24:55 AM »
Question. Since Supernatural, there are LTWs that are linked to Life State (Turn the Town, Mystic Healer, etc). I would assume that these are to be completed by those occult-household-members-not-heirs. But since this was written before Supernatural, I have to try--can my founder be a witch? They have normal lifespan and everything--I just love witches!
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #29 on: January 04, 2013, 12:02:29 PM »
Sorry but I think the ruling has to stay as humans only for founder and heirs.  I know witches have a normal lifespan but they do have other advantages.

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #30 on: January 05, 2013, 03:50:51 AM »
That's all right, I don't mind it. I went ahead and made my founder human in anticipation of that ruling. It's more challenging and interesting that way anyhow!
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Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #31 on: January 11, 2013, 07:30:05 AM »
Another question has occurred to me. I am playing in Monte Vista, the land of the most skilled townies anywhere in the game. I want to move in a certain fairy to complete the Magic Makeover LTW. The problem is, I looked her up in Towns and Townies and she starts the game with skills I haven't unlocked yet. :( What is the ruling on moving in already-skilled Sims? Can I move her in if I don't let her build any of those skills? She's perfect otherwise. Her skills are painting, gardening, and handiness, if it matters. Without an easel or any space to garden, I don't think she can skill in those autonomously. I will keep her away from anything broken and make sure she doesn't watch the Gardening channel on the TV.

EDIT: Be wary of field trips! I had forgotten this but they can give your Sims skills they don't already have! As I remember, the Bistro excursion gives Cooking skill, the Science one can do fishing or gardening. I don't remember if any others do that.
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #32 on: January 12, 2013, 02:17:17 PM »
Another question has occurred to me. I am playing in Monte Vista, the land of the most skilled townies anywhere in the game. I want to move in a certain fairy to complete the Magic Makeover LTW. The problem is, I looked her up in Towns and Townies and she starts the game with skills I haven't unlocked yet. :( What is the ruling on moving in already-skilled Sims? Can I move her in if I don't let her build any of those skills? She's perfect otherwise. Her skills are painting, gardening, and handiness, if it matters. Without an easel or any space to garden, I don't think she can skill in those autonomously. I will keep her away from anything broken and make sure she doesn't watch the Gardening channel on the TV.

I''d be inclined to say you can't move in anyone with skills - except I already broke that rule myself :)  Leilani, who was briefly part of the household in my first attempt (until I realised I had the ageing bug and had to go back to an earlier save and move towns) arrived with level 5 writing.  On reflection, I think it's inevitable that a few Sims will arrive with skills (e.g. repair Sims have high handiness - I think level 10).  Just do your best to stop them developing those skills.

Of course, given that it's a project rather than an official challenge, you can really do whatever you want ;)

EDIT: Be wary of field trips! I had forgotten this but they can give your Sims skills they don't already have! As I remember, the Bistro excursion gives Cooking skill, the Science one can do fishing or gardening. I don't remember if any others do that.

Theatre trips build guitar (and probably the Late Night instruments as well) - but only as high school trips.  Younger kids are OK.  I think the same might apply to the bistro but I'm not sure.  The mausoleum is the only really safe trip.  Which sounds really weird, considering the zombie bears :)

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #33 on: January 12, 2013, 03:06:04 PM »
I have seen kids gain cooking skill from the bistro. They can't use it yet but it shows up when they age up.

Thanks for the answers! I was also think it was inevitable people would have skills, especially in Monte Vista.
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Re: Household Skills Project Rules
« Reply #34 on: January 28, 2013, 02:36:11 PM »
A trip to the police station builds Athletics ;)

Offline Niana

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Re: Household Skills Project Rules
« Reply #35 on: March 09, 2013, 12:58:41 AM »
Trying to develop a rough plan to see if I might risk this -

You mentioned a few skills that could be combined earlier - inventing develops handiness, too, doesn't it? Does that mean I'd have to unlock it in a previous move before attempting inventing, or is that another alternative that could be combined?

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #36 on: March 09, 2013, 03:17:43 AM »
I was planning to do handiness before inventing, because it's more useful - but then I'm intending to keep all of the skills separate.  They would make a good combination - I'll add it to the rules.

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #37 on: March 15, 2013, 03:13:17 AM »
Are you planning to modify the rules for University?
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Offline hazelnut

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Re: Household Skills Project Rules
« Reply #38 on: March 16, 2013, 04:59:55 AM »
Probably should.  At the moment, I have no particular plans to get University Life, so I'm really going by the Guide here.

  • My impression is that the new skills would fit better in combination with one of the existing skills rather than an entire household doing them but exactly where they'd go probably depends on the order you play the other skills in.
  • The new careers and PlantSims seem to be covered by the existing rules.
  • 'Someone has to do each degree at some point in the game' for University itself (?)

Any suggestions?  (Rosa or anyone else who happens to read this :).)

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #39 on: March 16, 2013, 07:31:27 AM »
Why, thank you for asking ;D I do have some ideas, actually.

I think this would be a strategy thing. None of the new skills are in any way crucial, so I would save them for later on. But they don't necessarily require another skill, either. Yes, Science benefits from having seeds, plants, fish, and insets, but you don't need to learn the gardening or fishing skills to do it. I would do it after they'd be unlocked, though. Street Art, as far as I can tell so far, does not raise painting so I don't think it matters when you do it. And Social Networking is raised when you text, so I suggest if you're planning to text you unlock the skill first. It seems like a lot of things raise Social Networking though, so I would suggest being very aware of what raises it, doing it early, or for you to make it a "free skill" since it's harder to avoid now that everyone who has the EP has a smart phone.

I agree, along with the new LTWs and Traits. The LTRs are something you'll want to take into consideration. For your ease, they are: Honorary Degree, Jock Influence, Nerd Influence, and Rebel Influence.

Yes, someone should do each degree, and I think someone should reach maximum influence with each group as well. Of course, that requirement is covered by the LTW and career requirements.
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By intl_incident                                                      By samoht04

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #40 on: March 16, 2013, 10:27:40 AM »
It seems like a lot of things raise Social Networking though, so I would suggest being very aware of what raises it, doing it early, or for you to make it a "free skill" since it's harder to avoid now that everyone who has the EP has a smart phone.

OK, social networking sounds tricky.  Does it have challenges?

I'm tending towards allowing the other two University skills to be done in combination with another skill of the player's choice, with the same rules as e.g. martial arts and athletic (everyone must max at least one of the skills and someone has to supermax each of them) since they seem to be 'proper' skills, with ten levels and additional challenges, unlike collecting or driving, for example.

I agree, along with the new LTWs and Traits. The LTRs are something you'll want to take into consideration. For your ease, they are: Honorary Degree, Jock Influence, Nerd Influence, and Rebel Influence.

Oops!  I'd forgotten to check the new LTRs but yes, they seem to be covered already.

I think someone should reach maximum influence with each group as well. Of course, that requirement is covered by the LTW and career requirements.

Agreed.

Offline ombradellarosa

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Re: Household Skills Project Rules
« Reply #41 on: March 16, 2013, 06:16:49 PM »
OK, social networking sounds tricky.  Does it have challenges?

I think so, but they don't appear to be listed. The Challenge Board said that all new UL skills are acceptable SuperMax skills so it must have.

That all sounds good! What skills will you combine them with then?
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Re: Household Skills Project Rules
« Reply #42 on: March 17, 2013, 06:05:45 AM »
I think so, but they don't appear to be listed. The Challenge Board said that all new UL skills are acceptable SuperMax skills so it must have.
I thought I'd seen that as well but then there wasn't anything in Carl's article, so I wondered.

Just checked on SimsWiki.  There are three challenges (selling 5 blogs, meeting 25 Sims and changing the relationships of 30 Sims).

That all sounds good! What skills will you combine them with then?
Networking would seem to go with charisma and street art with painting but I think I'd be inclined it up to the player, since (a) some people are already playing and may have done those skills (ratchie started with painting, for example) and (b) social networking seems likely to be unlocked as soon as UL is installed.

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Re: Household Skills Project Rules
« Reply #43 on: March 17, 2013, 05:21:40 PM »
I thought I'd seen that as well but then there wasn't anything in Carl's article, so I wondered.

Just checked on SimsWiki.  There are three challenges (selling 5 blogs, meeting 25 Sims and changing the relationships of 30 Sims).
Networking would seem to go with charisma and street art with painting but I think I'd be inclined it up to the player, since (a) some people are already playing and may have done those skills (ratchie started with painting, for example) and (b) social networking seems likely to be unlocked as soon as UL is installed.

So since I did Charisma first can I do Social Networking right away?
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Re: Household Skills Project Rules
« Reply #44 on: March 18, 2013, 02:59:48 PM »
So since I did Charisma first can I do Social Networking right away?

Yes.  Editing the rules now.

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Re: Household Skills Project Rules
« Reply #45 on: March 19, 2013, 04:01:57 AM »
That's a good way of putting it. Thank you.
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Offline maisie

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Re: Household Skills Project Rules
« Reply #46 on: August 07, 2014, 02:21:20 PM »
Hey, I just want to say that I really enjoyed your Woods so I gave this project a try: The Harmony Family.

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Re: Household Skills Project Rules
« Reply #47 on: August 07, 2014, 05:07:38 PM »
I'm glad someone else is having a go.  I've really enjoyed this project - it just keeps getting interrupted by other things.  When I finally wrap up the 4x4, I really intend to concentrate on this.  There are still a surprisingly large number of things I've not done in Sims 3 and this will be a good way to tick them off the list :).

Offline Lisa46

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Re: Household Skills Project Rules
« Reply #48 on: September 07, 2014, 09:21:39 PM »
I really like this project, Hazelnut, but I have a couple questions. One, can heirs be witches or mermaids as they don't have extended life. Two, can anyone join the household? Three, I hate marrying NPCs because of pudding face, may I use edit in CAS to remove that?

Offline hazelnut

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Re: Household Skills Project Rules
« Reply #49 on: September 08, 2014, 02:22:02 PM »
I really like this project, Hazelnut, but I have a couple questions. One, can heirs be witches or mermaids as they don't have extended life. Two, can anyone join the household? Three, I hate marrying NPCs because of pudding face, may I use edit in CAS to remove that?

  • No, I decided that all heirs have to be human because the occult life states (well, all except imaginary friends) have other advantages even if their lifespans are normal.
  • The original plan was that others could only join by marrying into the family but I suppose others could move in - not in the first house, though.  The beginning's supposed to be tough and a housemate would bring in extra money.  Also bear in mind that anyone who moved in would have to max the current skill.
  • Yes, I'm fine with that.  The NPCs in a new town should be pudding-free anyway (assuming they're not a type that appeared after that town was released) but later generations will be stuck with EA clones.  It didn't really matter to me when I started this thing, two-and-a-half years ago :o but I also prefer more varied Sims now.

Of course, as I think I've said to someone before, it's a project, not a dynasty.  You can adjust it to suit yourself without invalidating anything.

I really must update the rules again.  There are some things I'd like to loosen up slightly (like allowing tattoos/makeovers immediately after ageing up) and I'd now recommend Game Selector to pick your EPs.  If I were starting the game now, I'd probably have most of them switched off in the beginning and only bring them in as they were needed.

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Re: Household Skills Project Rules
« Reply #50 on: January 26, 2015, 03:08:37 PM »
Another small update:

I realised I'd not updated the skills rules since University Life was released, so I've now expanded the choices for two-skill households to include any two skills of the player's choice.

 

anything