Author Topic: Rules: Restoring Similization: Project Rules (Oct. 29)  (Read 11211 times)

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Rules: Restoring Similization: Project Rules (Oct. 29)
« on: September 01, 2011, 06:58:06 PM »
RESTORING SIMILIZATION

   Acknowledgements first:  I am heavily indebted to Pinstar’s Apocalypse Challenge, both the version on the official Forum, and the one on Sims Wikia. So why provide a different version? First, to eliminate some of the conditions that make the challenge either unplayable or unbearably tedious. (One in particular is the “no showers until someone has gone to the top of the medical career” condition. It worked in TS2 because Sims could still take sponge baths at the sink; in TS3, unless your Sims have the inappropriate trait, they have to spend most of their time washing hands, brushing teeth, and cleaning the sink.) Second, to make it more flexible. Third, to provide a way of dealing with the disasters that can occur with long-lasting legacies and dynasties, i.e., the game-breaking bugs.

   The bug work-around first:  Every time a new heir ages up to young adult, you should take him or her to Create-a-Sim and save him. If your game breaks down, you may re-establish the heir in a new town (I’d recommend one different from your original, so he doesn’t get romantically involved with his great-grandmother), and continue where you left off.

   Each time the founder, founder’s spouse, heir, heir’s spouse, or heir’s sibling(s) achieves a lifetime wish, a new element of similization is restored. Lifetime wishes have to be unique. If someone marries into the bloodline with a lifetime wish that has already been satisfied by someone else, use the “change lifetime wish” reward. Except for the first and last items, you may restore the elements in any order. They are not tied to any particular lifetime wish (in other words, you do not have to reach the top of the military career in order for your Sims to be able to go places other than work). Initially, the only cheat allowed is RESETSIM.

At the Start of the Game

   You may start with any world. I recommend staying with EA-created worlds, but if you want to build your own or download someone else’s, that’s okay. Lunar setting should be a 6-day cycle, and population control is up to you. Create a Young Adult Sim as your founder. You may choose traits for your founder. (NEW -- Your founder may be a witch. If you have Seasons, weather and seasons may be chosen at your discretion, but they must not be changed after you start a world.)

   In the beginning, your Sim is the survivor of a terrible disaster (your choice of disaster). After buying a lot, your Sim should build an 8x8 shelter either below ground if you have WA or on pillars if you don’t. If you have Generations, you may use the cheaper spiral staircase. You may not place anything else except a vehicle or decorative rocks on the surface of the lot until further notice. You do not have to make the lot dirt- or sand-colored. If you build above ground, you should have a flat roof. After the first day, you may only build two squares at a time, either adding a sub-basement or a second floor. Your shelter must stay within the 8x8 square. You may shift-click to add floor and wall coverings. When Island Paradise comes out, you will be able to use a small houseboat, but may not fish or swim in the ocean until those restrictions have been cleared.

        (NEW -- From the beginning, you may use fences and gates to keep your founder and family safe from zombies. However, if a founder or heir is turned into a zombie at any time, this is considered an automatic fail. Aliens and alien babies resulting from abduction may be added to the household as spouses or spares. An alien born in the household to two parents may be considered an heir.)

   You may use only the cheapest floor and wall coverings. You may not re-color anything. You may not buy any furniture that costs more than $500. You may not buy any decorative items except the cheapest mirror. You may not buy anything that requires electricity except the radio, which we’ll assume is battery-operated. You should remove non-skill books from the bookcase. Don’t bother buying a dresser; your Sim won’t be able to plan outfits or change appearance for a while. After the first day, you may buy only one new piece of furniture a day.

   Your founder may only go to and from work, except on the first day, when he or she may buy skill books at the bookstore and meet some people. (My recommendation is that you concentrate on meeting children and teens of the opposite sex, as they will probably be young adults by the time your founder is able to marry.) Your founder must be back at home by 6 pm on the first day. You may accept opportunities that involve staying late at work, but not ones that require going anywhere other than work. You may accept opportunities that involve co-workers or people who will come over when you invite them. You must pay bills the same day they arrive.

   Age setting should be normal. Your Sims must quit their jobs upon becoming elders; they may not retire. Elders are uncontrollable; you may not give them commands (except for having them quit work) or cancel actions, unless those actions would break some restriction (preparing autumn salad, for example). However, other Sims can call them over, call them to meals, etc. Cakes may be used only on birthdays. Your Sims may use only the “try for baby” option.

   Children and teens may not participate in after-school activities (including proms). Children may go only on field trips to a parent’s workplace; teens may go on field trips anywhere. They may not go to boarding school, and teens may not have part-time jobs.

   Space permitting inside the shelter, you may buy a chess set and an easel. Each person may paint only one picture per day. Only small pictures may be hung on the walls. (NEW -- you may buy planters and harvest indoor produce.)

   Once a week, you have to pay protection money to the local criminals. For each level of your shelter in use, you should buy a Big Lemon car and put it in the family inventory. Family inventory is also where you store wedding presents and celebrity gifts that are still restricted. You may remove these items as the restrictions are lifted, but the Big Lemon cars have to stay.

   Sims must work at rabbit-hole jobs until they've unlocked self-employment. If they miss work for any reason, they must quit that job and find another.  They may not return to a career track once they’ve left it. In cases of pregnancy and personal leave, they may keep their jobs by buying something that costs as much as the pay they receive and putting it into family inventory. These objects must also stay in family inventory.

If you have Into the Future, you may use the Dystopia version for your founder and first or more generations. Instructions are at the end of this post.

Restoring Similization

Note:  Aside from the fact that item 1 has to be first and item 35 last, and that some items require prerequisites, you may add these abilities in any order. Whenever a member of the bloodline (founder, spouse, heir, or spare) achieves a lifetime wish, you or your Sims may:

     1.   Get married and move a spouse into the household. Have children. Purchase the lifetime rewards: Change Lifetime Wish (you may customize wish), Midlife Crisis (randomize traits unless you’re allowed to pick them), Change of Taste, and Fast Learner.

     2.   Go places other than work (unless other restrictions apply). Read skill books and read to toddlers at the library. Invite chess players over. Take classes at community lots. Move out young adults and adults (kick out only). Visit friends. Take graves to the cemetery. Manage graves at the cemetery.

     3.   Buy and use electrical appliances costing less than $500. These include the stove, dishwasher, washing machine, and electric lights. You can eat something other than quick meals, peanut butter sandwiches, and hot dogs, but you may not eat anything requiring fish, fruit, or vegetables as an ingredient. You may buy a television, but your Sims can only watch skill channels. Dance to the radio.

     4.   Pick traits for children and Midlife Crisis reward. Woohoo without trying for baby. Go to hospital for services (have baby, cure mid-life crisis, learn baby’s gender, get flu and allergy shots).

     5.   Buy items costing between $500 and $1000, including a computer and musical instruments. At this point, you may use the computer only to write reports and articles and improve writing skill.

     6.   Buy lifetime rewards – Speedy Cleaner, Steel Bladder, Dirt Defiant, Hardly Hungry, Meditative Trance, and Carefree.

     7.   Quit paying protection money. Buy fire and burglar alarms.

     8.   Use the phone to get (and cancel) services; make friends with NPCs. May pay bills after a day or two or even let them lapse. Adopt children; heirs may be adopted. Buy recycling bins.

     9.   Give directions to elders (including moving them out).Elders may continue to work. Teens may participate in after-school activities.

   10.   Buy skill books, toddler books, and sheet music at the book store. Buy and sell items at the consignment shop. Purchase lifetime rewards Bookstore Bargainer, Haggler and Suave Seller. You may make, buy and use elixirs, except the ones that change life states. The amount you can spend depends on items 5 and 21.

   11.   Place items on surface of lot (telescope, sandbox, treehouse, clotheslines, tents, etc.)

   12.   Fish and garden. Prepare all meals. Buy recipes at the bookstore. Shop at the grocery store. Go to restaurants. May have household birthday party when notified that it will be in a few days. Do cooking opportunities.(Requires 11.)

   13.   Collect rocks, gems, metals, beetles, butterflies, and minor pets. Get scrap from junkyard. Use miner. Purchase Collection Helper reward. (Requires 11.) Own a dragon.

   14.   Work in professions, be self-employed, and be employed part-time. Keep pregnancy and other leave pay. Take time off without pay. Retire.

   15.   Build on surface of lot. Expand beyond 8x8 square. Move to new house. Buy more than one article of furniture per day and place more than 2 walls or floors. Use MOVEOBJECTS cheat. (Requires 11.) Use Create-a-Style and do landscaping. Buy decorative items. Own a chicken coop or cow corral.

   16.   Own a dog, cat, or horse. Purchase pet rewards.

   17.   Buy a dresser and plan outfits. Change appearance. Go to salon, spa, gym, and swimming pool. (Getting makeovers and tattoos are allowed, even though they may affect aging.)

   18.   Buy a vehicle. Purchase Motive Mobile reward. Children may participate in after-school activities. Teens may learn to drive. (NEW -- swim and dive in ocean.)

   19.   Go to the park. Attend concerts, movies, games, and Simfests. Play for tips. Buy and read all books. Play computer games. Write novels. Watch all television shows.  Perform as acrobat, magician, or singer. (Go to seasonal festivals, the Renaissance Fair, the casino, and open air markets.)

   20.   Purchase Observant, Never Dull, Excellent Groupie, Inappropriate in Good Way, and Long Distance Friend rewards.

   21.   Buy items costing more than $1000. (Requires 5.)

   22.   Attend parties and throw parties (including weddings and bachelor parties). Teens may go to prom. Purchase the following lifetime rewards: Fast Metabolism, Discount Diner, Complimentary Entertainment, and Legendary Host. Adults may take free vacation.

   23.   Go to bars, lounges and dance clubs. Work as mixologist. Purchase the following rewards: Watering Hole Regular, Hustler, Better Mixologist, and Always on List.

   24.   Buy and upgrade properties. Purchase job-related rewards – Multi-tasker, Opportunistic, Entrepreneurial Mindset, Profession Simoleon Booster, Office Hero, Vacationer, and Professional Slacker. (NEW -- Own and manage a resort, restaurant or shop.)

   25.   Try to become a celebrity. Do celebrity opportunities. Purchase Map to the Stars reward.

   26.   Travel. Use BUYDEBUG cheat. (NEW - Send and receive gifts. Go to University.) Children and teens may go to boarding school.

   27.   Purchase Jetsetter, Prepared Traveler, and Learned Relic Hunter rewards. Purchase University LTRs.

   28.   Purchase Fertility Treatment, No Bills Ever, Super Nanny, Fireproof Homestead, Inheritance, and Food Replicator rewards.

   29.   Purchase Acclaimed Author, Extra Creative, Efficient Inventor, Artisan Crafter, The Next Big Thing, and Super Green Thumb rewards.

   30.   Purchase Eye Candy, No Jealousy, Master of Seduction, Stone-Hearted, Attractive, Hover Bed, Clean Slate, Body Sculptor, and Above Reproach rewards.

   31. Purchase LTRs from Showtime, Supernatural, and Seasons.

   32.   Add imaginary friends (i.e., make IFs real) and ghosts to the household. Become a vampire (unless heir or possible parent of an heir). Add Simbots and mummies to household. Purchase My Best Friend reward. (NEW- Add genies, fairies, aliens, or werewolves to household. Make, buy and use all elixirs.)

   33.   Use death flowers, prepare ambrosia, take young again potion, and eat life fruits. Readjust age sliders and choose age length (normal, long, or epic).

   34.   Purchase Age Freeze, Moodlet Manager, Young Again, Clone Voucher, and Teleportation rewards. (Must be able to purchase all other rewards.) (NEW -SimPort.)

   35.        Travel to the future. Own and use futuristic gadgets. Add Plumbots to your household. Purchase lifetime rewards from Into the Future. Add and use any venues from the Sims Store not referenced above.

   36.   Sell contents of family inventory. (Must be last.)

     The game automatically ends if your founder fails to achieve his or her lifetime wish before becoming an elder, or if your heir dies and there is no spare in the household or possibility of a spare. Failure to pay protection money is a game-ender unless there’s a spare, aged young adult or older, who can continue in a new town. (NEW -- the game automatically ends if your founder or heir becomes a zombie.)

NEW:  Store worlds can be used in addition to the ones that come with EPs. With regard to Premium content, I've only included a few items. Generally, you can bring in premium content when your sim is allowed to buy items over $500 or over $1000.

     If your only town is Sunset Valley, and you have to continue after a game-breaking bug, you may go into Edit Town and move out your ancestor(s). You may also go into Edit Town to add book corrals to the library and bars, dance clubs, lounges, the Film Studio, and other venues.

Into the Future Dystopia

If you have Into the Future, you may use Dystopia for your founder's beginning.

1. Create a YA human or witch in CAS.
2. Move to a small lot in any neighborhood. You may build on this lot only if you don't have Ambitions (for the Firehouse), Generations (for the sleeping bag) or World Adventures (for the tent, available in buydebug). You can only build on this lot if you have Seasons and can only put up 4 pillars and a roof on top of them to go over your founder's bed.
3. Go through the Time Portal to Oasis Landing. You may use the jetpack, hoverboard, and food synthesizer to gain 1 skill point in Advanced Technology. As soon as you have 1 point, you must return to the present and sell any future objects that are in your possession. You should not buy anything or make any alterations to Base Camp (the Erutuf Lounge).
4. Click on the Time Almanac in your inventory (it's next to the collection journal) and select "Trigger this Event" under Dystopia.
5. Go through the steps. You may sell the space objects you attract, but must get rid of the magnet as soon as you've completed the opportunity. You may either get 1 skill point in charisma or purchase the Observant lifetime reward to help with trash-talking the environment. While working on the opportunities, you are allowed to move freely around town and may eat at the diner.
6. As soon as you've achieved Dystopia, go to Oasis Landing through the Time Portal.
7. When you arrive, buy an empty lot. You may build only an 8x8 underground bunker (no above-ground structures because of the meteor showers). You may put a 3x3 fence and gate around the entrance to keep out zombies. You may add sub-basements, following the rules for building. Furnishings follow the same rules as the standard project, except that if you can find more futuristic-looking furniture for under $500, you may use those alternatives.
8. You should also place a school for your heir(s) to attend. Go into Edit Mode and either change an existing lot or set down a new lot as Community, No Visitors Allowed. Go into build/buy mode and add a school from community lots (i.e., don't use one from the bin).
9. You will have more freedom of movement in Dystopia -- you can excavate debris piles and enter the spaceship, rummage in trash piles, harvest crystal flowers, collect and sell meteorites, and explore the vents. Your sims do have to be on the home lot from 7 pm to 6 am unless their job requires them to be at work.

There are no Lifetime Wishes connected to the careers in Dystopia. For each career completed in Dystopia (2 in Astronomy, 2 in the Bot Arena), your heir may lift a restriction upon return to the home world. Your founder, spouse, heir, or spare may do either the Bot builder career or the Lifetime Wish More than a Machine but not both. Thus, it is possible to lift as many as 5 restrictions while in Dystopia.

Once you return to your home world, you may not return to Oasis Landing until travel restrictions have been lifted. It is not necessary to return Oasis Landing to Normal Future when you return.


 


     Edited to include material from Pets.
     Edited to include material from Showtime and Supernatural.
     Edited to include material from Seasons and University Life.
     Edited to include material from Island Paradise.
     Edited to include material from Into the Future.

When the Zombies Come(Completed)--The Wisewoman of Forgotten Hollow




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Offline TallStar

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Re: Restoring Similization: Project Rules
« Reply #1 on: September 01, 2011, 07:54:47 PM »
Sounds interesting. When does it end? Or is it like a legacy when you go for as long as you like?

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Online MarianT

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Re: Restoring Similization: Project Rules
« Reply #2 on: September 01, 2011, 08:23:14 PM »
It ends when you've fully restored Similization -- or when your Sims have completed 35 different lifetime wishes -- or when you want.
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Offline MissPlumbBob

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Re: Restoring Similization: Project Rules
« Reply #3 on: August 30, 2012, 05:55:49 AM »
Very interesting. I want to try this project. I have some questions first:

1. Since Showtime is out, and there are two EPs to be released in the coming months, are you planning to revise the ruleset?

2. Must you build two squares after the first day, or is this optional?

3. Are store items allowed (once certain restrictions are lifted)?

4. Like my second question, must I buy a piece of furniture each day?

5. How is protection money paid?

6. In 8, how will refraining from paying bills work? Will the repo man still come?

Thanks for posting this challenge. I look forward to starting it soon!

Meagan Elizabeth
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Online MarianT

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Re: Restoring Similization: Project Rules
« Reply #4 on: August 30, 2012, 07:04:59 AM »
Thanks for your interest! I've been thinking I should revise this (and try to make it less complicated), but that will probably happen after Seasons. The only thing I'd suggest at this point is to include the full moon in the lunar cycle when Supernatural comes out so that you'll actually have zombies.

As for your other questions -- you don't have to add an extra two squares a day, and I think it's okay to save up your allotted 2 squares for a few days so you can add 8 or 10 squares at once. Nor do you have to buy a piece of furniture every day. Store material is okay as long as it meets other criteria.

Protection money is "paid" by buying a Big Lemon car and putting it in family inventory, never to be used again.

"Refraining from paying bills" means only that you don't have to pay the bills on the same day they come due. But yes, the repo man will still come if you wait too long.

I hope you enjoy trying this. If you post a story, I promise to read it.

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Offline MissPlumbBob

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Re: Restoring Similization: Project Rules
« Reply #5 on: August 30, 2012, 12:09:44 PM »
I'm sure I'll still be working on this after Seasons comes out, as I don't allow myself much time to play. I look forward to seeing what changes you make to the ruleset after the two EPs are released.

Am I able to sell furniture if I no longer need it? Did I miss that in the rules?

I am contemplating on writing a story. I want to, but sometimes I feel like a perfectionist and scrap things if they aren't just so. I'm bipolar, so that usually happens when I have a mood swing. If I keep my mood stable, I will write!

I'm planning on starting today. Maybe a story will begin in the next week. I can't promise, but maybe!

Meagan Elizabeth
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Offline Krrank

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Re: Restoring Similization: Project Rules
« Reply #6 on: September 04, 2012, 03:16:13 PM »
This is a rather detailed challenge. I get the spirit behind it, but the rules seem hard to maintain without inadvertently crossing a few lines.

Do you have to complete the list of things under Restoring Similization in any particular order?

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Online MarianT

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Re: Restoring Similization: Project Rules
« Reply #7 on: September 04, 2012, 04:22:09 PM »
No, although obviously, the first 10 items or so would take priority. I tried to make it simple, but the Apocalypse Challenge is really complicated. I think the story I wrote is in the graveyard, if you think reading it would help.
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Offline oxJennxo

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Re: Restoring Similization: Project Rules
« Reply #8 on: September 09, 2012, 03:52:13 PM »
I'm really interested in trying this at one point.  A couple of questions.

1.  Are you going to add in the 9 Supernatural LTW or can we just mix and match to make the 35 requirements instead?

2.  In regards to Werewolves and fairies having extended lifespans (the only ones I know for sure anyway) is this cancel them out as  founders/mates?

3.  Do the requirements have to be unlocked in order?  The first thing I usually save for is No Bills Ever, would I be able to unlock #29 first in the rare chance I have the required points to buy it?

I'm sure I'll have more questions as I see if I can fit this challenge in with everything else I have going.

Online MarianT

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Re: Restoring Similization: Project Rules
« Reply #9 on: September 10, 2012, 07:28:00 PM »
I've made a few changes to incorporate material from Showtime and Supernatural. The most important are that your founder (and later household members) can be a witch, and that becoming a zombie results in an automatic fail.

Yes, you can mix and match among the Lifetime Wishes to satisfy the 35 requirements.

Genies, fairies, and werewolves have been added to item 32, and should be treated like vampires (i.e., can't be heir or potential parent of heir).

The first thing you have to pick is Item 1, as that enables you to add a spouse to the household. After that, you can add in any order, except where an item has a prerequisite.

I hope you enjoy this. Now that we have zombies, I may come back and try this again.
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Re: Restoring Similization: Project Rules
« Reply #10 on: September 24, 2012, 11:29:10 PM »
Questions from me:

- Are mods allowed? I need to see what file I'll use for this.

- Does the "no recoloring" rule apply when you're making your founder in CAS?

Seems like a fun project. :D

Offline donatello

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Re: Restoring Similization: Project Rules
« Reply #11 on: September 25, 2012, 04:46:09 AM »
Sounds amazing! Will try. No story promised though... I may fail within the week, lol!
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Offline JudesSims

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Re: Restoring Similization: Project Rules (edited, June 8, 2013)
« Reply #12 on: September 21, 2013, 06:50:33 PM »
Are you restricted to starting on a certain lot or can you start on any lot? I don't think you'd be able to build a shelter if you use the legacy lot. No money being the problem.

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Re: Restoring Similization: Project Rules (edited, June 8, 2013)
« Reply #13 on: September 21, 2013, 07:44:11 PM »
You can start on any lot, but your house is limited to an 8x8 square, either on pillars or below ground (spiral staircase allowed). You can add other floors later on.
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Offline JudesSims

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Re: Restoring Similization: Project Rules (edited, June 8, 2013)
« Reply #14 on: September 21, 2013, 08:09:30 PM »
Thank you. I started on the 30x30 lot next to Jamie Jolina. Yeah, I knew about the house size. Wolf has a hard road ahead of him!

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Re: Restoring Similization: Project Rules (edited, June 8, 2013)
« Reply #15 on: September 22, 2013, 06:56:51 AM »
Jude, glad to hear you're starting. Hope it goes well for you!
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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #16 on: October 09, 2013, 02:31:58 PM »
I'm going to try this! I have one question: are we allowed to buy dusty old lamps without any restrictions? I can't find it in the restrictions or anything, but it seems kind of 'easy' to me to buy a dusty old lamp and wish upon fortune to get the living in the lap of luxury or swimming in cash LTW completed...

EDIT: Nevermind, I just discovered that the dusty old lamp is part of the showtime LTR's. I didn't know that :P Don't mind me~

EDIT 2: I do have a different question. What about a fridge? Fridges run on electricity, don't they? So I'm guessing they cannot use them, but then how will they eat? Is there a way for sims to eat quick meals without a fridge?
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #17 on: October 09, 2013, 04:18:34 PM »
They are allowed to use the cheapest fridges. The assumption is that they're cold storage or a pantry. But basically, it's because Sims have to have a refrigerator in order to be able to eat. If you want to limit their diet to what they grow indoors in planters, though, that's all right.
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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #18 on: October 09, 2013, 04:23:34 PM »
They are allowed to use the cheapest fridges. The assumption is that they're cold storage or a pantry. But basically, it's because Sims have to have a refrigerator in order to be able to eat. If you want to limit their diet to what they grow indoors in planters, though, that's all right.

Thank you! ^^ I will use the mini-fridge from University. It kind of looks like a survival cooling box :P
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #19 on: October 09, 2013, 09:20:17 PM »
Ok! I've really, really wanted to play this challenge for a while (as since reading your story!) but the rule-set scares me a little. I have a few possibly annoying questions/requests to ask of you because of how I understand things. I've written out all of the general rules as I went through your post to make everything clear, but a few questions came to my mind.
I guess first I should make my request:
Would it be possible to get a list of everything your Sim is allowed to do/start out with before unlocking anything? I'm so terrified I'll mess up and buy something that's not allowed. I hope that's not too much trouble, I just would look at what could be in the house but then I read through some of the Restrictions and I see something about certain items. I just want to be sure.

My next question is probably a silly one but I like to be by-the-book when I have the chance. When you say "Only 2 squares at a time" with household building do you mean a day, or another span of time until you can build again? I would assume day, but I've learned it's better to ask than to assume.

I'm so sorry to ask all of these of you, I'm just a weird learner - at my school they called it a "musical/rhythmic" learning where if you get on track with one thing and get on to another it's hard to get back into focus of the first thing. It messes with the "rhythm" of your mind I guess.  ::) I just get so lost when it comes to figuring out how to start the challenges after putting the rules together.

On another note, I'm super excited for this challenge and thank you for upgrading it and keeping it updated. I know it's not easy and I just wanted to let you know that you're appreciated for taking all this time to write everything out so others can enjoy the challenge as well!

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #20 on: October 10, 2013, 06:51:20 AM »
Livvie, please don't feel intimidated. I tried ti make this easier than the Apocalypse Challenge, which it's based on. I don't have a list of items you can buy because with new EPs and store stuff, it's hard to keep up. Basically, it's the following:

the cheapest refrigerator, stove, shower, counter, table, dining chair, bookcase (remove non-skill books)

The brass bed, bunk beds, any bed that's level 4 in comfort and under $500.

The cheapest crib, potty chair, high chair, toy box, Teddy bear, and either pegbox or xylophone.

The cheapest lamps that don't require electricity. I use something from Pets now, but there are also torches from World Adventures.

As for what you can do, that's mainly go to work, eat peanut butter sandwiches and quick meals, read skill books and the paper, work out with the cheap radio, and play chess or paint. On the first day you can get out and meet people and buy skill books.

With regard to building, the limit is 2 squares (walls, floor tiles) per day, after the first day. Buying is one object per day, unless you get twins or triplets and need an extra crib.

But all of these restrictions are guidelines. You don't have to quit if your sims do something forbidden. Your elders will make autumn salad, and your sims will dance to the radio. Just cancel the action as soon as you notice it.

Hope this all helps!

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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #21 on: October 10, 2013, 01:02:38 PM »
Oops, your sim is not allowed to dance in front of the radio?  :o
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #22 on: October 10, 2013, 01:04:50 PM »
Namaya, don't worry about it. It's certainly not worth going back and starting over.
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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #23 on: October 10, 2013, 02:33:49 PM »
Namaya, don't worry about it. It's certainly not worth going back and starting over.

Hehe, I wasn't planning to, but it's good to know now. I really think this challenge is a great training on learning how to complete LTW's as soon as possible, which is the main reason I'm playing this apart from the great story possibilities ^^.
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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #24 on: October 12, 2013, 09:05:27 AM »
OK sorry for the double post but I made a list after going through all the restrictions etc. with all the things that you're NOT allowed to do at the start and the most important things to remember. It's just a thing you can look at quickly instead of going through all of the 35 items every time you are doubting if you're allowed to do something. I suggest that you cross off what you're not allowed to do once you've cleared the related restriction!

Ohh and Marian please tell me if I forgot something :).

AT THE START YOU ARE NOT ALLOWED TO:
- Dance in front of the radio
- Visit any other place than work
- Use electric stuff or lights apart from the (cheapest) fridge and radio
- Have non-skill books in your bookcase
- Buy LTR’s
- Build above ground or beyond the 8x8 square
- Use the restyle option
- Buy decoration items
- Paint more than one painting a day
- invite chess players over
- Hang medium or large paintings on the wall
- Buy more than one piece of furniture a day or more than 2 squares of space a day.
- Buy stuff that costs more than 500 simoleons
- Read books
- Change appearance or plan outfits
- Fish, garden or swim in the ocean
- Turn into a zombie
- Retire
- Accept opportunities that take you outside of your home or workplace.
- Control elders
- Normal woohoo. You have to try for baby.
- Go to prom or participate in afterschool activities
- Children can only go on trips if it’s to their parents workplace
- Take on a profession or self-employment.
- Eat anything but quick meals or peanut butter and jelly sandwiches.
- Pick traits for your children
- Buy musical instruments
- Use services through phone
- Befriend NPCs
- Place items on the surface lot apart from vehicles and decorative rocks
- Collect stuff
- Own a pet
- Throw parties
- Buy and upgrade properties
- Do celebrity opportunities or try to become a celebrity on purpose
- Travel
- Use buydebug
- Make Imaginary Friends real or add genies, mummies, vampires,  ghosts, fairies, aliens, simbots, mermaids or werewolves to the household
- Become a non-human lifestate with the exception of the witch.
- Use death flowers, prepare ambrosia, take young again potion, or eat life fruits.
- Sell contents of your family inventory

THINGS YOU HAVE TO REMEMBER:
- You have to put one big lemon car for every level of your shelter in your inventory every week.
- You have to quit work on the day your sim turns into an elder.
- If you get money for personal time off or pregnancy leave you have to buy something worth the same amount and put it in your family inventory.
- Pay your bills on the same day they arrive!!! (check your mailbox every day!!!)
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #25 on: October 12, 2013, 10:29:59 AM »
Namaya,

Excellent list!

One correction I would make is that you have to buy 1 big lemon car per level of your dwelling that is in use. If you've started putting stuff on your roof or in your second level, that counts even if the level is not fully completed. (But again, don't restart if you've missed a payment.)
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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #26 on: October 12, 2013, 10:37:13 AM »
Namaya,

Excellent list!

One correction I would make is that you have to buy 1 big lemon car per level of your dwelling that is in use. If you've started putting stuff on your roof or in your second level, that counts even if the level is not fully completed. (But again, don't restart if you've missed a payment.)

Alright! I'll add it to the list. I don't have a second level yet so that's good :P
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Offline Tipi

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #27 on: October 12, 2013, 11:19:41 AM »
I have been contemplating on starting this challenge, so I appreciate your list, Namaya.

I have a question:

Quote
the cheapest refrigerator, stove, shower, counter, table, dining chair, bookcase (remove non-skill books)

The brass bed, bunk beds, any bed that's level 4 in comfort and under $500.

The cheapest crib, potty chair, high chair, toy box, Teddy bear, and either pegbox or xylophone.

The cheapest lamps that don't require electricity. I use something from Pets now, but there are also torches from World Adventures.

So you can buy all that on day one if you can afford it? Or can you buy just one item per day from that list?

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #28 on: October 12, 2013, 03:51:37 PM »
The first day you can build your whole first level and buy as much as you have money for. Also, you don't have to pay protection the first Monday.
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Offline LivvieLove

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #29 on: October 14, 2013, 06:11:19 PM »
Ok, that list helps a lot because I was almost sure I was breaking a rule!  ::) Ah well, oops to the dancing on my part too!

My big question of the day is - does lighting count as your one object per day? I have a feeling the answer is yes so I've been treating that so. My founder was a power woman who buzzed through the business career like it's no one's business (teehee), and I've made sure that I make use of the 2 squares every day and the item so I could be prepared for her upcoming motherhood (as I didn't include any of those items in the house originally, I planned to build down and have more room for the kids to just be kids).

Question, since dancing in front of the radio is not allowed - when is it? I've gone through and wrote down all the restrictions (with checkmark boxes so I can mark them off accordingly) but I don't recall seeing when dancing is permitted?

Hopefully it's ok with you Marian to talk strategies, because I wanted to ask which were the first couple of restrictions lifted by everyone who has tried this challenge? I'm having a hard time deciding which would be the most efficient way (obviously the first one goes first, but then which next)?
Also a tip to everyone: don't use the big lemon car to equal out maternity leave/paid leave days, I almost forgot to pay my protection payments because of it!

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #30 on: October 14, 2013, 06:26:37 PM »
Livvie, Strategy talk is always allowed.

As for dancing to the radio, I can't remember which restriction you had to lift in the Apocalypse Challenge, so I added it to the one where you can get electrical appliances (3).

Obviously, you have to do 1 first in order to marry and have children. I tend to favor 2 next as it helps get rid of the "stir crazy" moodlet in Sims who don't have jobs. Also you can get rid of your spares once they have reached their LTW. But any of the first five is a good choice.

Number 9 -- where you can give elders directions -- can be very useful if you have an elder with an almost complete LTW.

And yes, light fixtures come from buy mode, so after the first day, a new lamp or candle counts as an object.
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Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #31 on: October 15, 2013, 07:14:59 AM »
I have 1 and 2 lifted now and I will choose 3 the next time because I'm getting annoyed by the fact that my people only eat quick meals and get hungry so quickly again :P. But after 3 I will probably do the one where you can change appearance of your people because my children have such ugly clothing and hairstyles at the moment and one of the most fun things for me about sims is dressing them up XD. After that I will probably do 4 and 5. I'm going to leave 6 and 7 for a while because I never use the LTR from 6 in my normal games anyways and I married a superrich spouse so I've got tons of money to keep paying protection money without problems. For now I think my order of items will be like this:

1 - check! (Become Superstar Athlete)
2 - check! (Perfect Mind, Perfect Body)
3 - in progress (The Tinkerer)
17
4
5
9
21
11
15

And after this I don't have a plan yet :P. Anyways, once you've got your first uncontrollable elder, make sure you put the radio in a different room from the bed(s) because geez I was annoyed by this so much lol. The stupid elder spouse kept turning on the stereo while my founder was sleeping >.<. Also, try to make a baby in time so that they will be able to grow up to young-adults without the risk of the parents dying. (My founder died an hour before the heir was about to age up to young adult. Luckily I found out that this wasn't a problem and the teens could go on without an adult in the house, but I was still very nervous because I didn't know this haha.)
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Offline JudesSims

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #32 on: October 15, 2013, 11:22:34 AM »
I am really enjoying this challenge! I am on Generation 4 and have cleared the requirements (in order) 1. Marry and have children, 3. Able to buy and use electrical appliances, 7. Quit paying protection money, 11. Place items on surface of lot, 14. Work in professions. I am very close to clearing number 15, build on surface of lot. I will be happy to get my sims out of the basements so they (and I) can see the light of day! I think I will have to move to a new town soon because of severe game lag.

Offline LivvieLove

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #33 on: October 15, 2013, 04:20:12 PM »
I was actually thinking of doing 11 after number 1 because I would like to unlock 12 as soon as possible. I would like to be able to prepare any type of food and grow food/fish. I'll probably unlock 2 somewhere along the way so I can actually FISH somewhere, but right now the only one with a completed LTW is my founder. Her husband is hard at work climbing military ranks (which will probably be a little scary when he only has to work 2 days a week) and they're planning to have at least 3 children. I'm assuming heirs can be chosen however we would like? At first I thought I might do firstborns, but then I decided on whoever gained my founders eye-color. After seeing Namaya's legacy get so far with the founders eye color I'm determined to see how far I can possibly get with it! It's like doing a legacy only I'm less likely to get bored with all the rules/restrictions.

If - and this is a big if - money gets too out of hand I may start upping the type of cars required for protection payments. I like a challenge, so I think the protection payments will be one of the last things I remove (though I'll probably eat my words when I unlock number 12 early on and have a half a dozen fires).

On an entirely different note, my Sims have gotten super lucky and have not been robbed once! (Knock on wood for superstition's sake) I get the feeling that this might be from the lack of a front door, but I'm not going to complain!  ;D

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #34 on: October 15, 2013, 06:31:31 PM »
Yeah, I noticed the no robbery thing too. But as soon as I built three rooms above ground...bang. The first night!

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #35 on: October 17, 2013, 04:01:25 PM »
I got robbed even though I don't have a front door Q___Q. I even wrote down in my notes: I thought I was paying protection money?! :P
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #36 on: October 18, 2013, 09:37:21 AM »
Namaya -- that's funny! But the way protection money works is that you can guarantee the Mob won't rob you. Unfortunately, they have no control over free-lancers.
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Offline LivvieLove

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #37 on: October 18, 2013, 12:42:52 PM »
So, I'm guessing if your founder gets a work opportunity to read a book for work that we're technically not allowed to take it? I went ahead and refused it anyways (she wasn't having any problems inviting her boss over, schmoozing a promotion out of him and maxing her fun by pillow fighting with him until it's her bedtime). Well, technically I accepted it at first, but I forgot that there was a restriction on which books you could read, so I immediately canceled it and used testingcheatsenabled to delete the book without gaining profit.

My bad...

Anyways, now that I know I can be robbed without a front door (I'm glad you found this out Namaya!) I'm going to keep an eye out for those pesky robbers and wake my Sim up the minute they touch my lot! They'll not get away with anything! Especially not my shower!  ;D I've never gotten over my first Sims Robbery where the robber took my shower. I never understood how you could steal a SHOWER, I suppose they must have Mary Poppin's bag... Anyways, back to the topic, I am seriously loving this challenge! There's never a dull moment!

Offline Namaya

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #38 on: October 18, 2013, 01:16:55 PM »
Note to self and others: SAFE AFTER YOU COMPLETED AT LTW.

I forgot, and two simdays after I completed my third LTW, the game crashed >.<

BTW, what town is everyone playing in? I'm using Lunar Lakes because well, it looks like the apocalypse could have actually happened there :P
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #39 on: October 18, 2013, 01:27:31 PM »
Livvie, I'm sorry -- you can read the books that you get as work opportunities. In fact, Better Out than In (I think that's one you get in the Law Enforcement career) is a prime favorite among all the members of one of my families.

Namaya -- Good advice! and sorry to hear that your game crashed inconveniently (although there's never a convenient time).
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Offline LivvieLove

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #40 on: October 18, 2013, 05:33:42 PM »
Livvie, I'm sorry -- you can read the books that you get as work opportunities. In fact, Better Out than In (I think that's one you get in the Law Enforcement career) is a prime favorite among all the members of one of my families.

Namaya -- Good advice! and sorry to hear that your game crashed inconveniently (although there's never a convenient time).

Oh well, I'll just have to wait on another opportunity!
I'm playing in Dragon Valley because I adore the Rainbow Sliders and Elf Ears! What is everyone doing with their season settings? I think I have mine locked onto Summer because I'm a little lazy and I can't stand that gardening doesn't happen 3/4 seasons which makes any kind of LTW that has to do with fishing/gardening that much harder.

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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #41 on: October 18, 2013, 06:37:55 PM »
Oh well, I'll just have to wait on another opportunity!
I'm playing in Dragon Valley because I adore the Rainbow Sliders and Elf Ears! What is everyone doing with their season settings? I think I have mine locked onto Summer because I'm a little lazy and I can't stand that gardening doesn't happen 3/4 seasons which makes any kind of LTW that has to do with fishing/gardening that much harder.

I have four seasons simply because I forgot to change it :P.
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Re: Restoring Similization: Project Rules (October 1, 2013)
« Reply #42 on: October 27, 2013, 08:02:06 AM »
Since EA has given us a Dystopia in Into the Future, I've been testing ways to incorporate it into this project. Any comments or suggestions will be welcome. Here's what I have so far.

If you have Into the Future, you may use Dystopia for your founder's beginning.

1. Create a YA human or witch in CAS.
2. Move to a small lot in any neighborhood. You may build on this lot only if you don't have Ambitions (for the Firehouse), Generations (for the sleeping bag) or World Adventures (for the tent, available in buydebug). You can only build on this lot if you have Seasons and can only put up 4 pillars and a roof on top of them to go over your founder's bed.
3. Go through the Time Portal to Oasis Landing. You may use the jetpack, hoverboard, and food synthesizer to gain 1 skill point in Advanced Technology. As soon as you have 1 point, you must return to the present and sell any future objects that are in your possession.
4. Click on the Time Almanac in your inventory (it's next to the collection journal) and select "Trigger this Event" under Dystopia.
5. Go through the steps. You may sell the space objects you attract, but must get rid of the magnet as soon as you've completed the opportunity. You may either get 1 skill point in charisma or purchase the Observant lifetime reward to help with trash-talking the environment. While working on the opportunities, you are allowed to move freely around town and may eat at the diner.
6. As soon as you've achieved Dystopia, go to Oasis Landing through the Time Portal.
7. When you arrive, buy an empty lot. You may build only an 8x8 underground bunker (no above-ground structures because of the meteor showers). You may put a 3x3 fence and gate around the entrance to keep out zombies. You may add sub-basements, following the rules for building. Furnishings follow the same rules as the standard project, except that if you can find more futuristic-looking furniture for under $500, you may use those alternatives.
8. You should also place a school for your heir(s) to attend. Go into Edit Mode and either change an existing lot or set down a new lot as Community, No Visitors Allowed. Go into build/buy mode and add a school from community lots (i.e., don't use one from the bin).

When your founder, spouse, heir, and/or spare have reached the top of the three professions available (astronomer, bot arena worker, and self-employed bot-builder), your household may return to the present. You can select 3 lifted restrictions for your household in addition to #1.

While in Oasis Landing, your sims may go to work, collect nanites (if in the bot-building career), dig in trash piles, and investigate rifts.
They may not own or use futuristic gadgets. Bot-builders must sell their plumbots the same day that they are made. They may not look up lottery numbers at city hall. They should stay on the lot between 7 pm and 6 am, unless their job requires that they be at work during that time.

I've not been able to make any descendants a member of the household, so your sim will have to marry someone in the future. But if you have better luck, let me know. The "ask to move in" option hasn't come up for me.  As I said, any suggestions or comments are welcome before I add this to the ruleset.
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Offline oshizu

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Re: Rules: Restoring Similization: Project Rules (Oct. 29)
« Reply #43 on: March 25, 2016, 10:10:17 PM »
@MarianT

I was poking around the forum and found your Restoring Similization Project's rule-set!
I'm hoping to start an Apocalypse Challenge soon so I read through your revised rule-set with great interest!
These rules are challenging yet reasonable--I don't relish the thought of one or more generations of sims having to wash their hands to fill hygiene!

Have you thought of doing a career-based or aspiration-based version for Sims 4?
Just wondering.  :D

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Re: Rules: Restoring Similization: Project Rules (Oct. 29)
« Reply #44 on: March 26, 2016, 08:25:28 AM »
@oshizu,

Not for right now -- maybe when we have more expansion packs to work with.
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Re: Rules: Restoring Similization: Project Rules (Oct. 29)
« Reply #45 on: March 26, 2016, 09:49:37 AM »
I see. You are so right.
Better to do a comprehensive adaptation once you know what you have to do work with.
I'll attempt the TS4 Apocalypse meanwhile, though I envision numerous re-dos.

 

anything