Author Topic: Rules: Self Employment Project Rules  (Read 7245 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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Offline 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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Offline ratchie

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Re: Self Employment Project Rules
« Reply #25 on: October 25, 2011, 04:23:49 PM »
Clare,yes your Sim can have a romantic relationship with a townie just so long as they marry an NPC.

Kat,I will be editing the rules to add horse person to the athletic options.

Rachel
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Offline Sims3Clacla123

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Re: Self Employment Project Rules
« Reply #26 on: October 26, 2011, 02:51:50 AM »
Clare,yes your Sim can have a romantic relationship with a townie just so long as they marry an NPC.

Kat,I will be editing the rules to add horse person to the athletic options.

Rachel
Thanks Rachel
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Re: Self Employment Project Rules
« Reply #27 on: May 30, 2012, 09:52:40 AM »
So although it's been a while since this has posted I will recapitulate some things to make sure I understand.

The ONLY way a sim can make money whatsoever is by using the options you described.(No opps, no job(klepto self-employment anyone?)

The heir, his/her brothers/sisters AND spouse ALL have to use ONLY those options..

Can a heir be adopted?

And could you clarify for me what you mean by number of hidden skills? I know about hidden skills, but if I get everyone to all possible hidden skills to level one it sounds just too easy.

Oh, can I go inside townies' houses? or can I just steal their cars?


Offline ratchie

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Re: Self Employment Project Rules
« Reply #28 on: May 30, 2012, 01:10:51 PM »
So although it's been a while since this has posted I will recapitulate some things to make sure I understand.

The ONLY way a sim can make money whatsoever is by using the options you described.(No opps, no job(klepto self-employment anyone?)
Opps are allowed but no jobs and Klepto is only allowed for law breakers.
The heir, his/her brothers/sisters AND spouse ALL have to use ONLY those options..
This is correct.
Can a heir be adopted?
Certainly or cloned whatever takes your fancy.
And could you clarify for me what you mean by number of hidden skills? I know about hidden skills, but if I get everyone to all possible hidden skills to level one it sounds just too easy.
Hidden skills are things such as the pyro trait(from a firefighter parent),makes no messes(from maid parent),These will stack up over the generations so generation six heir could have seven hidden traits. You count everyones hidden traits so if twenty seven of your Sims all have the makes no messes trait then that is 27 points.

Oh, can I go inside townies' houses? or can I just steal their cars?
You can go in townies houses. It is actually a little hard to stop your Sims from doing that,child Sims especially are always going over after school.
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Re: Self Employment Project Rules
« Reply #29 on: May 30, 2012, 01:27:21 PM »
Great, that gives me some good ideas for my story. By hidden skills I thought you meant like tattooing at first so that's why it confused me.

Offline cndneh

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Re: Self Employment Project Rules
« Reply #30 on: May 30, 2012, 01:43:05 PM »
about Hidden Traits - do we count the hidden traits from each generation?  So Gen 1 - 2 hidden traits, Gen 2- 4 hidden traits etc  or is only the last generation that counts?  and I know hidden skills like pyro, make no messes (skills you get from service sims), but what about ones they learn from items like hopscotch, pool, trampoline, darts, club dance etc  they 'level' up in these as well, do they count?

thanks!

Offline ratchie

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Re: Self Employment Project Rules
« Reply #31 on: May 30, 2012, 01:47:54 PM »
Count the hidden traits from each generation. I wouldn't count the skills learned from hopscotch etc because that trait or skill(as far as I know) is not passed on to any children.

Rachel
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Offline cndneh

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Re: Self Employment Project Rules
« Reply #32 on: May 30, 2012, 02:27:56 PM »
Count the hidden traits from each generation. I wouldn't count the skills learned from hopscotch etc because that trait or skill(as far as I know) is not passed on to any children.

Rachel

Thanks... that of course makes total sense!

Another question... since we aren't allowed to go into buildings, I assume the bookstore is out.  So I can't learn bait for fish, recipes, music.  Also I assume Mods for stocking bookshelves with all those books are off limits as well.

Ketalar

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Re: Self Employment Project Rules
« Reply #33 on: May 31, 2012, 10:19:59 AM »
One more question. Technically seeds are worth something, so picking them up adds a few(althought totally negligible) simoleons to the household. So are sims which are not nature lovers allowed to collect seeds for forthcoming generations?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #34 on: May 31, 2012, 10:29:31 AM »
Only those Sims who are at one with nature may collect seeds. So that would be gardeners and collectors.

Rachel
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Ketalar

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Re: Self Employment Project Rules
« Reply #35 on: May 31, 2012, 11:03:24 AM »
That screws my plan of the housewife getting special seeds, hahaha :P

EDIT : Let's say one generation has many kids. Can many of them have spouses as long as only one couple gets a child?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #36 on: May 31, 2012, 01:05:51 PM »
You can have any of them marry and have children.

Rachel
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Ketalar

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Re: Self Employment Project Rules
« Reply #37 on: June 03, 2012, 02:02:32 AM »
One last question ratchie am I allowed to marry an imaginary friend that has spawned on my household? They are neither a townie nor a NPC so it's kind of confusing..

Offline ratchie

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Re: Self Employment Project Rules
« Reply #38 on: June 03, 2012, 05:05:31 AM »
I would count imaginary friends as NPCs as they do not live in town and are therefore definitly not townies. So yes your Sims can marry an imaginary friend turned real.

Rachel
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Offline Roxanne07

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Re: Self Employment Project Rules
« Reply #39 on: June 05, 2012, 04:16:21 PM »
This is really awesome! :D A few questions here:

If all the traits have to be random, how do you make sure only one generation gets the Kleptomaniac/mooch trait?

Can you adopt pets like dogs and teach them how to hunt? Can the gems and metals they find be sold then?

It says in the rules that you can't spend LTHPs at all, but you answered a question earlier on this page if the heirs could be adopted: "Certainly or cloned whatever takes your fancy". So how can you make a clone of your sim without the lifetime reward thing?

Sorry if I sound confusing. :-X

Offline ratchie

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Re: Self Employment Project Rules
« Reply #40 on: June 05, 2012, 04:44:20 PM »
I made a mistake with the clone voucher thing obviously you cannot use LTH points so that is out of the question so my mistake on that one.

If somebody rolls the klepto trait it is just unlucky if you cannot use it,the same if your Sim ends up with green thumb but they are not one of at one with nature generation.

Adopting a pet is fine and they can collect gems but again only if they are living with the at one with nature generation.

Rachel
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Offline Roxanne07

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Re: Self Employment Project Rules
« Reply #41 on: June 05, 2012, 06:56:37 PM »
I made a mistake with the clone voucher thing obviously you cannot use LTH points so that is out of the question so my mistake on that one.

If somebody rolls the klepto trait it is just unlucky if you cannot use it,the same if your Sim ends up with green thumb but they are not one of at one with nature generation.

Adopting a pet is fine and they can collect gems but again only if they are living with the at one with nature generation.

Rachel

Okay, thanks. Definitely giving it a try!  :)

Offline Roxanne07

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Re: Self Employment Project Rules
« Reply #42 on: June 09, 2012, 04:06:55 PM »
Considering dynasty/legacy lots don't have the same price in all towns, should we use the family funds cheat to bring the funds down to $1800? Or is it okay if there's more money after purchasing the lot?

Also, the ones with nature are allowed to harvest wild plants, like off community gardens and parks, right?


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Re: Self Employment Project Rules
« Reply #43 on: December 01, 2014, 01:00:31 AM »
Can a sim pursue a skill that is not a part of their self employment as long as they don't make money off of it? For example, if Gen 1 has the artistic option can one of my Sims garden as long I don't sell any of the produce. This is an especially big thing with nectar making, since gardening is basically required to do it or will that be the one time they are allowed to go to the store
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