Author Topic: Rules: Self Employment Project Rules  (Read 7244 times)

Offline ratchie

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Rules: Self Employment Project Rules
« on: September 20, 2011, 07:59:39 AM »
Create a young adult Sim clothing and looks are totally up to you. Traits have to be random.
Move your Sim onto the dynasty/legacy lot.
You are not allowed to enter any buildings in the town.This means no library,no grocery shop,no fires station and no gym.
The game is over when the eighth generation dies.
No ambrosia or occult Sims.
You cannot marry a townie only homeless NPCS allowed.
Number of children up to you choice of heir up to you.
All traits must be rolled for you can choose the mooch or kleptomaniac traits for one generation only.You can also choose the computer whiz trait.
You cannot spend LTH points at all. This means no midlife crisis reward for any spouses with bad traits.
Each generation can only make money in one of the following ways. Once a generation has used one of the options it is crossed of the list.
Artistic:Painting,sculpting,photography.

At one with nature:Fishing,gardening.collector.

Athletic:Board breaking.tomb raider,horseman/woman.

Party animal:Mixologist,musician,band.(Musicians and mixologists can enter bars etc but no other buildings)

Creator:Inventor,nectar maker.writer.

Law Breaker:Kleptomaniac,hacker.

Lazy:Mooch,gold digger.consignment store specialist.(Consignment store specialists can go to the consignment store to consign and buy items),property mogul(Buy and upgrade property and make a fortune of the rents)


Mental:Solving the unsolvable,searching the galaxy.

You can use buydeug to purchase nectar maker,camera and martial arts equipment if you do not wish to travel. ONLY if you have enough cash to afford the trip and the items in question.

Aging rules:
Baby can be aged up one day.
Toddler can be aged up as soon as they learn their life skills.
Child can be aged up as soon as they get on the honor roll and have a best friend.
Teen can be aged up as soon as they get on the honor roll and have a romantic interest.

You can only move spouses in and spouses must not be killed off.Any spares can be moved out if you want but once moved they cannot move back in and they do not count towards any of the scoring.

Scoring:Number of unique LTW completed plus number of Hidden Skills multiply by household net worth.

Rachel
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CandyHeartedSim

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Re: Self Employment Project Rules:
« Reply #1 on: September 20, 2011, 11:53:42 AM »
Wow, this looks like a great challenge, I might have to try this one out  ;D

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Offline simfulicious

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Re: Self Employment Project Rules:
« Reply #2 on: September 20, 2011, 04:40:54 PM »
This does sound cool, but I have a question.  Say generation 2 has 4 sims and their generation is doing the artistic goals.  Since there are only 3 ways to make money that generation, does one of the sims have to do nothing?

And you may want to add that you can choose the computer whiz trait too, or else the sims won't be able to hack.

Offline ratchie

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Re: Self Employment Project Rules:
« Reply #3 on: September 20, 2011, 05:14:31 PM »
You do not have to do all of the goals per generation you could have all your Sims paint or sculpt just so long as they do not do any of the other seven options.

Thank you for the information about computer hacking I will edit the rules.

Rachel
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Online MarianT

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Re: Self Employment Project Rules
« Reply #4 on: October 05, 2011, 10:02:37 PM »
A couple of questions -- are Sims not allowed to enter City Hall to register as self-employed? Also, what about opportunities that require you to enter a building to complete them?

I'm assuming your lifespan should be set at normal, and story progression should be on.

Thanks -- I'm trying this.
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Offline ratchie

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Re: Self Employment Project Rules
« Reply #5 on: October 06, 2011, 04:22:57 AM »
Yes they can register as self employed and you can enter a building to complete an opportunity.

I hope you enjoy playing it.

Rachel
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Offline Katluvr

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Re: Self Employment Project Rules
« Reply #6 on: October 11, 2011, 01:19:04 PM »
This sounds like a fun project!  I have a question about the property mogul choice for self-employment.  What do you do with the properties after that generation dies?  Are you forced to sell them off or can subsequent generations keep them and continue to benefit from the income?

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Offline ratchie

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Re: Self Employment Project Rules
« Reply #7 on: October 11, 2011, 02:33:36 PM »
Once the properties have been purchased then they can earn the family money for generations to come.

Rachel
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Offline Katluvr

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Re: Self Employment Project Rules
« Reply #8 on: October 12, 2011, 04:32:15 PM »
Another question about the rules, Rachel.

Say generation 1 founder chooses gardening from the category 'At one with nature':

  • Does generation 1 spouse also have to pursue gardening or is he/she able to choose anything from the category 'At one with nature' or is he/she able to choose anything from any category as long as it hasn't been done before?
  • does this mean that generation 2 cannot pick any money making activities from 'At one with nature' or would they be free to pick one as long as it is different from the founder and generation 1 spouse?

I guess what I'm trying to figure out is whether each generation has to pick a specific category (artistic, at one with nature, lawbreaker, etc.) and can do anything or everything within that category but the category can never be used for another generation...

OR

whether two or more generations can select money making activities from the same category as long as they don't pick the same activities (e.g., gen 1 = painting, gen 2 = sculpting, etc.)

Last but not least, if your gardener plants money trees I assume these are treated like properties and can be harvested by subsequent generations even though those generations cannot pursue gardening as their primary money making activity.  What about any money tree seeds that drop?  Would they have to be discarded?

Sorry to be such a bother, but I'm really intrigued by this project and want to give it a try - I just keep coming up with 'what ifs'.   ;D

Offline ratchie

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Re: Self Employment Project Rules
« Reply #9 on: October 12, 2011, 04:56:04 PM »
Every generation has to choose one of the self employment options. For instance my founder chose at one with nature so she and her spouse can only make money using the options listed under at one with nature. Between them they can do any of the options they are not tied down to just fishing or just gardening. I have also planned ahead for instance any gems or rocks that they have collected will be inherited by my lazy generation to sell at the consignment store later.
My second generation will be using the artistic option again I will be saving some of the works of art for my lazy generation to sell later on.

As far as money trees go once your at one with nature generation dies then there won't be anyone able to harvest or water the plants so I am pretty sure that all plants will die off. This of course means that once any harvested fruits and veggies are used up by the family or sold the family is living on quick meals. I would recommend that players get a stock pile of food saved in the Sims inventories.

Rachel
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Offline simfulicious

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Re: Self Employment Project Rules
« Reply #10 on: October 17, 2011, 06:04:22 PM »
With Pets coming out, do you think you'll do an update to these rules?  I was thinking of having a 9th generation that is able to breed pets (I'm assuming you can do this).  Or would it be better to place this feature in an existing generation?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #11 on: October 17, 2011, 06:27:56 PM »
I am getting Pets on friday(when it comes out in the U.K) so I will see how it fits into the game.

Rachel
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Offline simfulicious

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Re: Self Employment Project Rules
« Reply #12 on: October 17, 2011, 06:56:46 PM »
Thank you for your quick reply.  I'm getting pets tomorrow, so let me know if you want to know anything in particular.

One more question:  it says "household funds" in the scoring section. I just want to verify that you mean the family's cash is what counts, or is it their net worth (cash and housing worth)?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #13 on: October 17, 2011, 06:59:33 PM »
To make life simple it is everything total net worth.

Rachel
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Offline simfulicious

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Re: Self Employment Project Rules
« Reply #14 on: October 17, 2011, 07:23:27 PM »
Thank you, that's what I was hoping you would say.  Now I don't have to be afraid to build a house and give them stuff.

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Re: Self Employment Project Rules
« Reply #15 on: October 17, 2011, 07:48:20 PM »
For the scoring, is it one point for every simolean in household funds? If so than it seems to me that the other components are useless.

imaGleek

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Re: Self Employment Project Rules
« Reply #16 on: October 17, 2011, 07:51:15 PM »
For the scoring, is it one point for every simolean in household funds? If so than it seems to me that the other components are useless.

Agreed.

Say if someone had 500,000 simoleans when they finished, and completed 10 LTW, would that really effect the score at all?

Sportsfan

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Re: Self Employment Project Rules
« Reply #17 on: October 17, 2011, 08:09:46 PM »
Say if someone had 500,000 simoleans when they finished, and completed 10 LTW, would that really effect the score at all?
It technically would effect the score, but in such a marginal amount that it would essentially not.

Offline ratchie

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Re: Self Employment Project Rules
« Reply #18 on: October 18, 2011, 05:36:43 AM »
The most important part of the scoring is money. It probably would have been better to have the scoring done differently. Say for instance number of LTW plus number of hidden skills then multiply that by the households net worth.

But I don't think I could change that now.

Rachel
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Offline simfulicious

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Re: Self Employment Project Rules
« Reply #19 on: October 18, 2011, 05:59:18 AM »
I think you could change it now, since no one has even come close to finishing.

Offline ratchie

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Re: Self Employment Project Rules
« Reply #20 on: October 18, 2011, 06:29:17 AM »
I guess your right. I will go edit the rules.

Rachel
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Offline Katluvr

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Re: Self Employment Project Rules
« Reply #21 on: October 19, 2011, 02:35:06 PM »
Now that Pets is released I would really like to move my Blum family to Appaloosa Plains to complete this project (assuming the patch and EP didn't break the file).  I didn't notice anything in the rules that would prevent it.  Do you have any thoughts on the matter, Rachel?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #22 on: October 19, 2011, 03:15:36 PM »
Kat,it is fine to move just so long as you use the dynasty lot in the new town.

Rachel
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Offline Katluvr

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Re: Self Employment Project Rules
« Reply #23 on: October 24, 2011, 02:01:24 PM »
Hi Rachel,

Do you have any thoughts about adding horseman/woman to the athletic option for self-employment?

Offline Sims3Clacla123

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Re: Self Employment Project Rules
« Reply #24 on: October 25, 2011, 03:55:12 PM »
Hi ratchie, I have a question.
It states you cannot marry townies only NPCS , does this mean your teenage sim can have a romantic interest with a townie, and marry a NPC?

Clare  :)
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