Author Topic: Rules: Self Employment Project Rules  (Read 7253 times)

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
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Ketalar

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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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Ketalar

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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?


Offline lonelygoddess42

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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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