Heroes vs. Villains Challenge
“There are now words that now excuse everybody. Give me the good old days of Heroes and Villains. The people you can bravo or hiss.” Bette Davis, The Lonely Life
In this tug-of-war for power, who will take over your neighborhood? This challenge brings out the classic battle of good vs. evil. To begin you can start a new neighborhood or use a Maxis made neighborhood. You will create villains and heroes and play both sides, to ultimately decide who rules your town.
You will create the families as follows.
The Villains’ Side
The Tough guys (at least 2 families)
The Bottom Feeders (at least 2 families)
The Heroes Side
The Protectors (at least 2 families)
First-class Citizens (at least 2 families)
These families are mortal enemies, anytime they see each other on a community lot they must irritate, annoy or fight. You must play each side evenly and not favor one or the other. In order to accomplish this you may only play one family for one week, Sim time before moving on. The next family you play must be on the opposing side, meaning you can not play two Villain families before playing a Hero family.
Each side and each family has their own challenges and restrictions to complete. The wining side will have completed at least 5 generations each and must have completed all challenges and lived by all restrictions by the time they have reached their fifth generation. This means each family, not just your Villain or Hero.
The Villain and Hero must be created in CAS beginning with the founders only. You can create a female or male Sim. You can choose your aspiration and turn on/off. They can only marry NPC’s and Townies. The remaining families on both sides can be entirely created in CAS.
“I know indeed what evil I intend to do” (Euripides)
The Villain must be in the Criminal Career. He/She must reach the top of the Criminal Career before becoming elderly. He/She must have a 10 in body and in Creativity. Their interest in crime must be fully developed prior to having a child. He must have a high relationship points with all of his Tough Guys and at least a medium relationship with the Bottom Feeders.
The spouse can choose from the Criminal or Slacker careers. The spouses’ main concern is to care for the Villain and the family. The spouse always looks the other way. So if your Villain does something to upset them you must repair the relationship right away, as they are not allowed to break up. You can hire service Sims if you like to help with house work.
There can only be on heir per generation; you can choose your heir it does not have to be the first born. The heir must be in the Criminal Career track. If you have University, the Heir and any other children can attend college. While at college the heir must earn the title “Big Man/Woman on Campus.” After college the Heir must move back into the family home. When the Villain dies the heir takes over as Villain. If both the founder and the Heir die before a new generation is born, the Villains lose and good presides over the neighborhood.
The Heir must have a fully developed interest in crime by the time he reaches adulthood. He must reach the top of the Criminal Career in High school. The Heir can only marry children of the Tough Guys families; anyone else would be beneath their status. He can not marry anyone from the Heroes’ side with out giving up his right to heir. If he chooses love over family, the Villains loose and good preside over the neighborhood.
Children other than the heir in the Villains’ family can go to college, get a job in any chosen field and marry whom ever they choose. But beware…if they choose to marry beneath them they must move out immediately and never return. If they choose a career in Law (or Law Enforcement if you have seasons) they must move out immediately. They will have disgraced the family. They can not have any interaction to anyone in the family.
As for the Villain’s home you may build it, use maxis made lots or download one from the exchange. You can use any money cheat you choose.
These families are around to help out the Villain. They are his nearest and dearest friends. They have careers in all walks of life so as to help the Villain out of any situation. However, you may only have one Tough Guy in either Law Enforcement (if you have seasons this includes the Law career); they will be your so-called Informant. You will get -1pt. for any other Sims that land in these careers. If you have one Tough Guy in every field you will get a 10pt. Bonus. However with the Informant restriction still applies. Their families enjoy being associated with the Villain so they will never do anything to upset him. As long as the adults in the household have at least a 90 in relationship with the Villain you can add $2000 per week by using the Kaching cheat. Their children may go to college and choose their career path. But they will never befriend a member of the Heroes side with out disgracing their family and having to leave immediately.
These families are slobs they dress like slobs and act like them as well. They have poor hygiene and rarely clean. They can not hire any services and must take care of things by themselves. They can only have jobs in the Slacker, Criminal or Culinary careers. If they choose the Criminal Career they can only reach the level of Getaway Driver. If they choose the Slacker Career they can only reach the level of Party DJ. If they choose the Culinary Career they can only reach the level of Waiter/Waitress. If you have further expansions you will get 1pt for having at least one Vampire, Werewolf or Zombie in the family. One thing about Bottom Feeders is they love to party!! You must have one party per week. It doesn’t matter if it is a Birthday, Wedding, House party etc…If you have 10 Roof Raisers you get a bonus of 10pts.
“Genuine goodness is threatening to those at the opposite end of the moral spectrum.” Charles Spencer
The Hero must be in the Law Enforcement Career. He/She must reach the top of the Law Enforcement career before becoming elderly. They must have a 10 in body and a 10 in Logic. Their interest in Politics must be full before having has a child. They must keep a high relationship with all of their Protectors and a medium relationship with their First Class Citizens.
The spouse of the Hero may have a career in Law Enforcement or Medical. The spouse is a do-gooder so taking care of the family is their first priority. The spouse does not put up with any ill behavior and does not take lightly to things like affairs or sneaking out.
There can only be on heir per generation; you can choose your heir it does not have to be the first born. The heir must be in the Law Enforcement career. If you have University, the Heir and any other children can attend college. While at college the heir must earn the title “Big Man/Woman on Campus.” After college the Heir must move back into the family home. When the Hero dies the heir takes over as Hero. If both the founder and the Heir die before a new generation is born, the Heroes lose and evil presides over the neighborhood.
The Heir must have a fully developed interest in Politics before he/she reaches adulthood. The must reach the top of the Law Enforcement career in high school prior to becoming an adult. The Heir can marry anyone from the Protectors or the First Class Citizens. The Heir may not marry any Townies or NPC’s, which would be too risky. If the Heir chooses to marry a Townie or NPC or Villain his ties with the family will be cut. The heroes will loose and evil will preside over the neighborhood.
Children other than the heir in the Heroes family can go to college, get a job in any chosen field and marry whom ever they choose. But beware…if they choose to marry a Villain they must move out immediately and never return. If they choose a career in Criminal field they must move out immediately. They will have disgraced the family. They can not have any interaction to anyone in the family.
As for the Heroes home you may build it, use maxis made lots or download one from the exchange. You can use any money cheat you choose.
These families are around to help out the Hero. They are his nearest and dearest friends. They have careers in all walks of life because our hero commends hard work. However, you may only have one Protector in the Criminal Career; they will be your so-called Undercover Agent. You will get -1pt. for any other Sims that land in these careers. If you have one Protector in every field you will get a 10pt. Bonus. However with the Undercover Agent restriction still applies. Their families enjoy being associated with the Hero so they will never do anything to upset him. As long as the adults in the household have at least a 90 in relationship with the Hero you can add $1000 per week by using the Kaching cheat. Their children may go to college and choose their career path. But they will never befriend a member of the Villains’ side with out disgracing their family and having to leave immediately.
The First-Class Citizens
These folks are model citizens and are nearly oblivious to any crime. They enjoy hobbies such as painting and gazing at the stars. They keep their lawns neatly manicured and their homes clean. They may have jobs in the Athletic career, Science career or Business career. There are no restrictions on what level they can attain. Every room in their home must have a high environment score. One thing about First-Class Citizens is they believe in Family Values. Your Sims must be married before they woohoo and you must choose the Try For Baby option every time you woohoo. You will get a 10pt bonus if each generation has more than two children that have learned all the necessary skills and obtained good grades in school.
You must create a hang out for each side. This will be a community lot of whatever you choose. Your Hero and your Villain must take their Heir to the community lot to meet his people before he dies. This will help to increase their relationships and make their transition easier. This must be done for each generation. You gain 5pts for each Heir who goes to the Hangout and befriends one of the Villains or Heroes people. If you miss a generation you loose 5pts. Maxes out at 20 pts. Per side.
• You get one pt. for each generation met with a max of 30 pts.
• You get 1 pt. for each challenge they complete. Such as reaching the top of their career or maximizing a skill. (This is for all participants; Villains, Heroes, their children etc…) up to 10 pts. Per household maxing out at 100 pts.
• 10pt Bonus for Tough Guys in all Careers
• 10pt Bonus for Protectors in all Careers
• 10pt Bonus for Bottom Feeders 10 Roof Raiser parties
• 10pt Bonus for First-Class Citizens Family Values
• Up to 20 pts. For Hangouts
• 10 pts. To the winning side.
If played perfectly the winning side will have 200 pts.