Wednesday, December 15, 2010
The Perfection Challenge
You don't earn any points during this challenge, only penalties are what you get. So, try and stay perfect at all times!!
Create a family of one Sim. Any aspiration, any custom content, anything basically. They may start in college if they want to. Move them in a 4x4 lot or bigger (4x4 is 16 so you aren't allowed 5x2 lots as they add to 10. Must add to 16 or over). Then, it all starts from there.
This challenge lasts 5 generations, and, the starter Sim counts as generation 1, and his/her spouse. Their kids are generation 2, etc. They may only marry townies and NPCs as I don't think it's fair with your family ending up with great genes.
NO CHEATS!! No debuggers!! Exceptions to this rule are the building boolprop codes.
No hacked objects - non-hacked objects are allowed.
If the lot has no playable characters then you forfeit.
Penalties - Sims 2
-50 for every Sim in aspiration depression (red aspiration)
-25 for every Sim left at the altar
-5 for every fear caused (Penalty is furthered if the fear is a penalty by itself [So if a Sim had a fear of being left at the altar and was left there, that would lose you 30 points as you caused a fear and another penalty]).
-500 for each Sim that never had platinum level aspiration in their lifetime.
-10 for each time a Sim pees their-self.
-10 each time a Sim passes out.
-25 each time the Social Bunny visits.
-15 each time a Sim is fired from their job.
-10 each time a Sim is demoted.
-25 each time you lose a chance card (Penalty is furthered if a Sim loses their job, gets demoted, etc. [So if a Sim got fired from a chance card you would lose 40 points])
-100 for each Sim that dies of anything other than old age.
-50 for each Sim that dies without a gold grave (Has aspiration engraved [Penalty is furthered if a Sim dies of something other than old age and receives a normal grave - you would lose 150 points])
-5 for each burnt food.
-25 for each skill a Sim loses.
-50 for each Sim that doesn't maximise all skills.
-50 for each Sim that never makes §5000 or more (You can tell how much money a Sim makes if you view their memories as some memories are "Earned §____". They're always numbers like 100, 1000, 5000 or something.).
-50 if a Sim has to use the Energizer.
-25 if a Sim has something taken away by the repoman, angry neighbour or basically anyone (includes gnome theft)
-100 for every child/toddler/baby taken away by the Social Worker [If 3 kids are taken away, you lose 300 points]
-50 for every enemy.
-75 for each Sim that never achieves an A+.
-250 for each Sim that never has a child during adult stage.
-25 for each fight a Sim loses.
-50 for each fire caused.
-25 for each WooHoo rejected.
-100 for each time the family has under §2500 (Unless they start with less money.)
-75 if by Generation 3's birth the family has §125000 or less net worth.
-15 for each teen Sim that never reaches the top of their career. (Teen and Elder jobs. Penalty applies to Elders if they get a teen job.)
-10 for each Sim that never becomes an Overachiever.
-25 for each Sim that never reaches the top of their career (Adult jobs)
-35 for each Sim who never got into Private School.
-15 for every nanny hired.
-75 for not having every career reward on the lot. (With University you need the other 4 career rewards as well)
Penalties - Sims 2 University
-100 for each Sim that never graduated as a Summa Cum Laude (Excludes founder unless they start at University)
-75 for each Sim that never accomplished a lifetime want (The 20 ones like WooHoo with 20 Sims, 20 best friends, have 6 grandchildren, etc.)
~Note~ You don't get this penalty if your Sim receives an impossible want. They follow their want, so, if they wanted to woohoo with 20 sims but didn't, you get the penalty.
-25 for each Sim that never accomplished an impossible want (Impossible Wants: 30k wants - WooHoo with 30 Sims, 30 best freinds, 10k wants - graduate 10 children from college, be abducted 10 times, maximise all skills, etc.)
~Note~ You don't get this penalty if your Sim receives a lifetime want. They follow their want, so, if they wanted to woohoo with 30 sims but didn't, you get the penalty.
-10 for each Sim that never got into a Secret Society or Greek House (Penalty still counts even if a Sim didn't go to college)
-20 for each Sim that never goes to college.
Penalties - Sims 2 Nightlife
-10 for each flaming bag of poo.
-15 for each date that receives anything lower than a dream date.
-15 for each outing that receives anything lower than Rockin'.
-15 for each time your Sim gets hit by Mrs. Crumplebottom.
-25 for each Sim that is furious with another Sim.
-10 for each object you take out from a Sim's inventory.
-25 for each car that you buy that is under §2500.
You have been perfect at this challenge if you scored 0. Yes, it seems impossible but it can be done. Here are the ranks at the moment. They might change when more people try the challenge:
0 points: El Perfeccionista
-1 - -1500 points: Exceptional-Simmer
-1501 - -3000 points: Mr. /Ms. Mediocre
-3001 - -4500 points: Major Bummer
-4501 - -6000 points: Underachievier
-6001 points or below: Dropdead Deadbeat
Don't let the rankings get to your head. Anyway, the first to beat the challenge and win 0 points will receive the prize of...
Have fun. Oh, and you can make stories of your attempts to the challenge. If you have a story on the challenge, link it here!
Wednesday, November 17, 2010
Wednesday, October 06, 2010
Your sim is a monk searching for enlightenment in the sim world. The road to enlightenment is barred with many challenges and decisions, and your sim must always make the right choices. If not, enlightenment shall never be attained.
Step 1: Create a sim, give it fairly shoddy clothes or monk gowns. Make sure your sim is a Knowledge sim. After all,
-Your sim must be of Knowledge Aspiration, with the personality said above.
-Your sim MUST live on either a 6x5 or 5x5 lot.
-Absolutely no cheats, except for money cheats.
-Your sim cannot have a single bad memory... (Meaning, no burning food, no getting rejected for making-out, no getting demoted or fired). Keep checking your sim's memory panel (located in Simology section) to make sure there haven't been any "red"memories. If so, just quit without saving or restart.
-No love until enlightenment! As a monk, your sim must restrain itself from the temptations of women.
-Your sim can get any job, except for Criminal (unless that is the lifetime want).
-Your sim can buy only the cheapest of every kind of furniture.
-Challenge ends at enlightenment!
-1 pts. per day to enlightenment
-1 pts. per fear
-5 pts. per power fear (has a star behind it)
1 pt. if your sim goes to University for at least freshman year
2 pts. if your sim graduates
3 pts. if your sim graduates Magna cum Laude (no combinations of previous points, you gain 3 pts. no more)
5 pts. if your sim graduates Summa cum Laude (no combinations of previous points, you gain 5 pts. no more)
1 pt. per bronze badge at the end of the challenge
2 pts. per silver badge at the end of the challenge
3 pts. per gold badge at the end of the challenge
1 pt. if your sim takes care of at least one garden plot or one orchard tree at the end of the challenge
2 pts. if your sim takes care of at least eight garden plots or four orchard trees at the end of the challenge
1 pt. per promotion in "enlightenment" career
1 pt. per maximized skill (exception: 2 points for maximized creativity, body, or logic) at the end of the challenge
1 pt. per alien abduction
1 pt. if your sim has gained the ability to meditate (3 logic points) at the end of the challenge
1 pt. if your sim has gained the ability to Do Yoga (3 body points) at the end of the challenge
2 pts. if your sim can teleport while meditating at the end of the challenge
1 pt. per good memory
1 pt. per want fulfilled (please do try to keep tally)
5 pts. per power want fulfilled (has a star behind it)
6 pts. if perma-plat want is to be abducted 20 times
4 pts. if perma-plat want is to maximize 7 skills
2 pts. if perma-plat want is to get to the top of a job
If you have anything to add/correct, just warn me
Wednesday, August 11, 2010
The Goal: See how many times two Sims can reach their Lifetime Wants (each time you obtain a Lifetime Want, a new one is generated). You cannot use Elixir of Life to extend the life of your sims, you cannot use the Resurrection Machine and you cannot turn aging off - you only get one lifetime to do this. You also cannot use boolProp, Motherload or any other cheats or hacks, except move objects if needed.
1. Make a new male Young Adult Sim and a new female Young Adult Sim. You can assign personality points any way you want but keep in mind that these two will be living together their entire lives so they should be compatible, though they do not have to get married if you don’t want them to (see #3). Make them both Knowledge Sims for now.
2. Move them both in to the same PREVIOUSLY UNPLAYED Maxis dorm at any University you choose. I started a new neighborhood with a new university, but as long as you use a dorm in an existing neighborhood that you have not played before, that's ok too. (it has to be an unplayed MAXIS dorm so they do not benefit from any prior upgrades/improvements you might have made to a played or custom dorm).
3. The reason you make them Knowledge Sims to start is because they are the easiest to keep happy at University, but once you get the option to change their Aspiration in Junior Year, you must roll the dice and assign a new Aspiration based on the number on the dice:
5. Stays a Knowlege Sim/or Pleasure if you have Nightlife
6. Your Choice/or Grilled Cheese if you have Nightlife
4. After they receive their new Aspiration, check your sim's Lifetime Wants. From this point on, everything you do will be geared towards achieving these wants. If you have a Lifetime Want that is just too hard to do, see #7 for the solution.
5. After Graduation from University, move your two sims to any unoccupied lot or house you want, providing you stay within budget (you should have $20,000 per sim) and they do not move in with an established family, those are the only two requirements.
6. You do not have to play the Chance Cards, but if you do, you cannot exit and restart if something negative happens. In fact, you cannot exit and restart after any bad event at all.
7. You can move in/move out/get married to/have children with, etc. any Townie/NPC/CAS sims at any time, but your two main sims must always stay together in the same house so that they age at the same time. The only exception to this is during Junior Year when you roll for the new Aspiration. If the new Lifetime Want is too hard to complete, you may create and move in a new sim of the same gender of the sim you are replacing (move out the sim you do not want) and play that sim until Graduation. The first sim will graduate first, and must wait in the Simbin until the new sim graduates, then they can move into the neighborhood together.
The moment your sims return from their last final at the end of Senior Year (this is when they receive the 3 extra days to tie up loose ends but before they leave campus), give yourself points as follows:
1. One Point for each skill point achieved so far
2. One Point for each Best Friend obtained so far
3. 10 Points for each Sim whose Influence Bar is full .
4. 10 Points for each Sim that graduates with a 4.0 GPA
5. 10 Bonus Points for any Sim that Graduates With Honors (check memories)
The rest of the points are obtained after University: (The challenge ends after both sims have passed away)
1. 50 Points per Sim when they reach their First Lifetime Want
2. 10 Points each time they reach a new & different Lifetime Want after that (no points for those repeating career wants anymore, sorry!).
3. 25 Bonus Points per Sim if they max all their Skill Points.
4. 10 points for each $25,000 that each Sim earns in his or her Lifetime (can be checked by looking at his memories).
5.10 points for each of the following: Any alien abduction, Twins born on lot, Getting $50,000 or more in a single Chance Card or Accumulating more than 250,000 Aspiration Points (one time only per sim), Total Household Value at the end of the game $100,000 or more and 10 or more Career Reward Objects on Lot.
6. Since the entire Challenge is based on achieving Wants, subtract -5 points for each Bad Memory per sim
SPECIAL POINTS UPON BECOMING AN ELDER
7. 10 points each time your Elder Sim teaches any toddler living in the house how to walk, talk or go potty.
8. 5 Points for each Masterpiece sold as an Elder
9. 25 points for each Best Selling Novel sold as an Elder (I HATE novels - they take SOOO long!).
My two sims are in the middle of their adulthood and so far my points are as follows:
Rob - Fortune / Becky - Knowledge
46 Skill Points at Uni = 46 / 46 Skill Points at Uni = 46
3 Best Friends at Uni = 3 / No Best Friends at Uni = 0
Graduated w/Honors = 5 / Graduated w/Honors = 5
1st Lifetime Want – Hall of Famer = 50 / 1st Lifetime Want – Max all Skills = 50
2nd Lifetime Want – Chief of Staff = 10 / Maxed all Skills – Bonus = 25
Working on 3rd Lifetime want = 0 / 2nd Lifetime Want - Mad Scientist = 10
123,000 Aspiraiton Reward Points = 10 / 3rd Lifetime Want - Criminal Mastermind = 10
Totals so far: Rob = 124 / Becky =146
1. Don’t make your two sims fall in love with each other until after you roll for the new Aspiration. That way if you end up with a Family sim and a Romance sim, the Family sim can marry someone else and the Romance sim can still have their fun without any jealousy between the two. You would just have to keep all three sims living together throughout the challenge.
2. I used the extra three days at university before the Graduation parties to earn 12 more skill points for each sim and to make one more friend. Though they do not count for the score, both helped towards reaching the Lifetime Wants.
3. Since you’ll be starting in a dorm with just $500 per sim, you can sell off anything in the dorm that you do not need to raise money for whatever you do need, keeping in mind that the more you spend, the more your bills go up.
I would sure like to know what you all think of this challenge, and if you decide to try it, how you are doing. Any questions/suggestions/comments/etc. are appreciated. Thanks so much!
Based on a lot of thought and input from another simmer, I've decided to add the following additional points due to the fact that some sims can no longer earn points after they become an elder if their Lifetime Wants are Career Related:
1. 10 points for each $25,000 that any Sim earns in his or her Lifetime (can be checked by looking at his memories).
2. Instead of splitting 10 points between the two sims for Graduating With Honors in Uni, make it 10 points for any sim that graduated with a 4.0 GPA and a bonus of 10 extra points if they Graduate with Honors as well (they have to have the Want to Graduate With Honors and they have to achieve it to get the points).
3. 10 points each time an Elder teaches any toddler living in the house how to walk, talk or go potty.
4. 5 Points for each Masterpiece sold as an Elder
5. 25 points for each Best Selling Novel sold as an Elder (I HATE novels - they take SOOO long!).
6. -5 points for each Bad Memory per sim
Don't forget that all Aspirations already get the 25 point bonus for maxing skills - not just the Knowledge sims, so that's another thing your elders can work on if they haven't already done it. Also, just to clarify, you get points if EITHER of your sims are kidnapped by aliens, not just the male.
Finally, I realized that even though I said hacks were not allowed, I have several hacks in my game. Though none of these really affect the challenge, I thought I would 'fess up to them and allow them in the challenge:
1. No Cheering Hack (shortens the length of time kids spend cheering about their A+'s)
2. Stereo Hack (makes sims leave the dang stereo alone so I can listen to my music)
3. Telephone Hack (I turn off the ringer and now I don't hate the phones any more)
4. Nude hack (I downloaded it once out of curiosity and now I can't get rid of it)
5. Stop Browsing for Clothes for Hours Like a Moron Hack (sims will now just BUY without BROWSING)
6. Aspiration Rewards Recharge Hack (Can recharge the energizer, thinking caps and a couple other aspiration rewards, even while the thinking cap is on the head).
Wednesday, July 28, 2010
This is known as the "Hermit Challenge". Here's the rules:
1)In CAS, create a sim and give him/her any zodiac sign.
2)Your sim must be a popularity or romance sim only
3)Place your sim on the smallest lot and build him/her a house, you may use "motherlode" once and once only to decorate.
4)Your sim's job is this...They are a starving artist...you must make your sim live off of his/her earnings as an author/artist...In doing so, you are building their creativity points...your sim may NOT leave the house, so rely on the computer to meet people and to order groceries.
5) You must give your sim full mechanical and cooking skills, remember, they cannot have any NPC's other than the grocery delivery at their home.
6) Make sure that you have a phone and a computer in your sim's home. These are the only forms of communication you will have...
7) You may talk to sims that pass your lot...that is acceptable.
8) Once you have written a few novels and painted a few paintings, buy some instruments, a buffet table, a bar and anything else you would need for an awesome party.
9) Because your sims are Romance or Popularity sims, it is crucial to throw parties...and make sure you play instruments at the parties...this is extra income.
10) Document each day as it passes. Did your sim go into aspiration failure because he/she didn't meet anyone new?...Or were you able to make friends through chatting on the computer/telephone? Remember, only those sims that your hermit meets online or on your lot passing by are allowed in the home...and occasionally the guests your friends wish to bring along.
+10 for each masterpiece sold
+20 for each novel sold
+50 for each party that is a roof raiser
-50 for each party that bombs
-30 for each time your sim goes into aspiration failure
+40 for each friend/lover your sim acquires
My simid: pisceschick75
Prosperity Blogs Mentioned
Wednesday, July 14, 2010
The Myth Challenge by Hipchick
Goal: have 5 generations (or 10 if you want to try hard) of myth inspired Sims and passing along the were-wolf cures.
Allowed any CC
allowed and any cheat but only one once a Sim week, anything from money-motives
Cheat rule dose not apply when TB (or Torch Bearer) is pregnant you must use ‘force twin’ (or if you do not wish to cheat get them to eat cheese cake only these because these are the only guaranteed twins.) so MUST HAVE TWINS!!!!!
No start off pets (not allowed to make a pet in C.A.S.)
if first TB is female first female twin born will be the next generation’s TB, if e.g.: both twins are male you can’t save and restart, so you’ll have to try again till you get a girl (to be next TB) but if your Sim is a romance Sim or just doesn’t want more children (or even if you can’t afford 2 more little bundles of ‘joy’) the first born is the TB but if they say have a girl and you need a girl to be TB the line’ll continue with girls (only if you start with a girl)
No inbreeding (that’s just plain wrong!)
must pass were-wolf-ness on to next generation’s TB’s sibling (e.g. the second born child) so e.g.: uncle to nephew (only first generation (the 2 Sims you made in C.A.S.) can become werewolf by being bitten by leader of pack)
must not cure Sims of were-wolf unless next generation were-wolf already is a were-wolf, and cannot make another Sims were-wolf unless they are to be next generation’s were-wolf
when (if) teens got to university have them study paranormal or history
Non-TB MUST never ever, ever, ever, ever, ever, ever, ever have children, only TB can have children, but if you want you can get the TB a partner but NO KIDS!!!!
1. Make two Sims in C.A.S.
1a) 1 male and 1 female OR 2 males depending on who your TB is
1b) let’s say your TB is a female, make her then the male, in relationship make them sibling. Base Sims on any myth you like (as long as you intended on running with a theme (note: if you wish you don’t have to have a theme): astrology, Greek legend, roman, Viking, any myth, stories, urban legends, or even friends! But! But, but, but if you make e.g. Venus (from Greek), make her blond, flowing dresses, so basically how you imagen them
2. Move your 2 Sims into any lot, and make un-TB were-wolf ASAP!!!
3. Work on your TB as much as you can on making him/her find ‘the’ one or pregnant, while making your un-TB Sim a were-wolf (it might take a while)
1a) once TB has had twins grown them up normally once teens make future were-wolf a … well were-wolf (via savage interaction)
4. Challenge ends when last TB has had first kiss and last were-wolf has howled for the first time! Then BOOM! Over!
Wednesday, June 30, 2010
Many of us play to always make life perfect for our sims. We’re playing The Prosperity Challenge or the Legacy Challenge or we’re just trying to build a happy life for our sims. But, in doing so, we miss a lot of the interactions and special events in the game. Stuck in a rut always trying to give your sims everything? Ready to see some new things? Then this challenge is for you.
The purpose of this challenge is to experience as many negative events in the game as you can. Emphasis is placed on seeing new, unique things. The challenge is designed to be very open so that you can choose to see the things you’d like to see in the game. You can play this challenge with any or no expansion packs; just use the sections relevant to your game.
An evil witch became jealous of your sim’s success and happiness. She has placed a curse on your sim that will cause nothing but misery and misfortune for your sim and everyone around him! Only after experiencing significant unfortunate events will the curse be broken.
Set-up: Create a sim in CAS. You can make the sim any personality and aspiration you want. For storytelling purposes, you can create additional sims in CAS too. Move the sim into any house or apartment. You may use money cheats to afford a large home, but in the spirit of the curse, don’t leave your sim with much money and don’t give him too many nice objects.
Game Play: Throughout the challenge your goal is to amass points by experiencing as many negative events from the list below as possible. You CAN move in any other sims you wish, and you CAN have children, but those sims are all affected by the curse too. You may create neighbors to interact with (make a very mean sim for your sim to fight with or to leave your sim at the altar). You may NOT use cheats to accomplish the negative goals, but unrelated cheats and hacks are allowed. Make it fun for you. You CAN intentionally kill sims. You CAN exit without saving if a major negative event you were setting up accidentally goes well (example—your sim was about to be stood up at the altar, but the other sim actually went through with it instead). Since many negative behaviors can only happen autonomously, it is suggested that you don’t queue up too many things for your sims to do. Give them time to act on their own and see what they do, although you might have to stop them from fulfilling wants and needs. Keep in mind that you might sometimes have to make your sims happy and fulfill wants and needs in order to get them into position to see other negative things. Just as your sim starts to feel things might be turning around, the curse takes affect again with another negative event!
Challenge End: Once you have accumulated 2,000 points from the list below, your sim has experienced sufficient misfortune to finally break the evil witch’s curse for good. The challenge is over. Your sim (or perhaps his offspring) is now free to live happily ever after.
Scoring: Score these events if they happen to ANY sim on your lot. Only score each type of event once. For example, if your sim goes into aspiration failure three times, you only get to score it once. Put a mark next to the events you experience in your challenge and share it with others in a blog or the TS2 Challenges group.
Family sim aspiration failure 100
Popularity sim aspiration failure 100
Fortune sim aspiration failure 100
Romance sim aspiration failure 100
Knowledge sim aspiration failure 100
Sim shrink visit 100
Social bunny visit 100
Social bunnies romancing 300
Social bunnies fighting 300
Social bunny and sim shrink interacting 300
Get demoted from work 10
Get fired from work 25
Have nightmares 10
Crank phone call 10
Trash can kicked over 5
Get electrocuted 25
Don’t repair broken appliances/plumbing for a week 25
Eat burnt food 5
Food poisoning 15
Catch a cold and don’t rest for two days 25
Repo man 25
Don’t have enough money to pay the nanny 10
Fire without fire alarm or sprinklers 25
Burglar goes uncaught 10
Help a burglar escape the police car 25
Have a total disaster party 10
Cops break up a party 10
Accident (wet self) at a party 10
Call the police or fire department for no reason 5
Smash an alarm clock (must be in bad mood and turn off alarm clock) 15
Smash a doll house 10
Ruin a painting (interaction sometimes available for sims in bad mood) 15
Eat from a trashcan (sloppy sims, autonomous only) 15
Make an enemy 10
Be rejected for engagement 25
Break up an engagement 25
Get stood up at the altar 50
Cheat on a spouse 25
Get caught cheating on a significant other 50
Argue with a family member 25
Parents argue in front of their child additional 25
Nag a family member 10
Married parent moves out in front of children (separation) 50
Toddler drinks from a spoiled bottle 10
Toddler plays in the toilet 5
Toddler tantrum 5
Awful visit with the headmaster (try to make it as bad as you can) 10
Child grows up poorly 25
Child taken by the social worker because of hunger or social need 50
Child gets a D report card 5
Child taken by the social worker because of grades 50
Children fight 10
Child swings on fridge door 15
Fight between parent and child 10
Lecture child 10
Child or teen catches parent cheating on spouse 30
Teen gets an F 5
Break-up from going steady as a teen 30
Teen fired from job due to bad grades 10
Teen gets caught sneaking out 10
Teen runs away from home 100
Smartmilk failure 10
Noodlesoother failure 10
Energizer failure 10
Thinking cap failure 10
SimVac failure 10
Elixir of Life failure 10
Take bad medicine (green) from the science career reward 25
Death of a sim (These points can be scored for each type of death: disease, old age, drowning, electrocution, burning, starvation, satellite, flies, scared to death, scissors download) 50
Smash an urn or kick a tombstone and leave it on the lot 30
Remarry with the ghost of a spouse on the lot 30
Die of old age in red aspiration 100
University Expansion Pack:
Pledge to a Greek house and do as bad as possible 15
Get caught hacking grades 15
Academic probation 25
Drop out of college 100
Expelled from College 200
Influence other sims to fight 10
Influence other sims to kiss or flirt when they don’t have a high relationship 10
Counterfeiting machine fire 10
Police fine for counterfeiting 10
Nightlife Expansion Pack:
Pleasure sim aspiration failure 100
Grilled cheese sim aspiration failure 100
Drink two love potions back to back 25
Stand up a date 10
Have a bad date 10
Have a horrible date 25
Have a disaster outing 25
Have food spilt on you by a restaurant server 25
Throw drink in another sim’s face 10
Get caught skipping out on a dining bill 10
Become furious at another sim 10
Have another sim become furious with yours 10
Bad mouth a sim 10
Be beaten by Mrs. Crumplebottom 10
Become romantic rivals 15
Fight a romantic rival (can score points twice—once for winning, once for losing) 25
View a significant other’s date reward object with someone else 15
Vampire burns in the sun 50
Open For Business Expansion Pack:
Make a business and get as many red customer stars as possible 25
Death by RallyForth 100
Death by elevator failure 50
Negative business review 25
Treat an employee horribly until he quits 15
Fire an employee 15
Fly an evil kite 15
Use a failed or broken robot (toy bot, clean bot, hydro bot, munchie bot, sentry bot—can score points for each) 15
Servo runs amok 50
Put a broken snapdragon bouquet on your lot 15
Pets Expansion Pack:
Own a pet with a personality you consider bad 10
Train a pet to be bad (destroy furniture, eat human food, wet indoors) 25
Put a pet that your sim is very attached to up for adoption 15
Pet runs away 50
Pet taken away by the police for neglect 25
Sim is sprayed by skunk 15
Seasons Expansion Pack:
Suffer heatstroke 10
Suffer freezing 10
Death by hail 50
Get struck by lightning 15
Rain of fire 25
Drink pureed boot 10
Bad wishing well wish (can be scored for each wish—money, friends, and romance) 25
Bon Voyage Expansion Pack:
Have an awful vacation 25
Voodoo another sim (warm up, cool down, agitate, shake up, stinkify, saturate, can score points for each) 25
Have voodoo spell backfire 25
Have five voodoo dolls on the showmeoff rack of glory 200
Put soap in the temple of jumbok 15
Destroy a sandcastle 10
Poison Ivy 10
Chased by bees 10
Be robbed by the Unsavory Charlatan 25
Fight the Unsavory Charlatan 25
See the Unsavory Charlatan and Mrs. Crumplebottom interact (requires nightlife) 100
Freetime Expansion Pack:
Poison Ivy 10
Chased by bees 10
Apartment Life Expansion Pack:
Be demoted in your job because of bad social interactions 15 (in addition to 10 points)
Higher rent because of bad social interactions 15
Increased friend requirement at work because of bad social interactions 15
More expensive catalog objects because of bad social interactions 15
Sleazy slimeball reputation 50
Don’t pay the rent until the repo man comes 25 (in addition to 25 points)
Bang on the wall of the neighbors 10
Be confronted by the neighbors/landlord about noise or smells in your apartment 10
Have a roommate with red level roommate satisfaction 25
Cast all evil witch spells 100
Have an evil witch try to examine a good spellbook 25
Have a child or teen torment another child or teen 10
Holiday Stuff Pack:
Get a lump of coal from Santa 10
Pet a reindeer 10
Christmas tree fire 10
Alternate ways to play:
In a hurry? Create several sims in CAS to see more things more quickly. Or set your personal curse-breaking score lower.
Want to play more with University? Start your sim in university and have him drop out for more fear spots or send a teen to university and have him drop out.
Hate scoring? Play without keeping score. Just try to see as many of the events as you can.
Wednesday, June 16, 2010
The Grilled Cheese Challenge...
The object-Can you last 3 generations of grilled cheese lovers?
Okay,well,to start off you can make any sim you want in any aspiration.It must be an adult. You can move them into any size lot you wish, even a premade one.
First you have to do anything they want to get them into Platinum aspiration and with at least 5,000 aspiration points to get aspiration rewards.Then,get the ReNuYu Senso Orb.Do NOT use it yet.
After that,you must do everything to bring them down to the red. Then, make them use the ReNuYu Senso Orb. If you aren't lucky,this will give them the Grilled Cheese Aspiration.
You must make sure they stay this way for their whole lives.Do the same with anyone else who moves into the family. Then,make the sim have a kid and then,when the kid goes into teen,make him/her go in the red.Then,use the ReNuYu Senso Orb again and put him/her into Grilled Cheese Aspiration.
Then,when that teen ages into adulthood,make him/her have a child.When that child is born,the challenge is over.
Points are counted as follows:
+1 for every sim in the house with a grilled cheese aspiration
+1 for every platinum gravestone
+1 for every family friend that family has
+1 for every sim who is "fit"
+1 for every 5,000 dollars the family has in their net worth
+1 for every career reward object on the lot
+1 for every child born and adopted onto the lot
+1 for every time a sim reaches the top of a career track
-1 for every visit from the shrink.
-1 for every sim in the household that is not in Grilled Cheese Aspiration
-1 for every needs failure a sim has.
-1 for every "fat" sim
lol,now like I said,this is for fun. I made it short enough so people would finish it quickly if they were just looking for something to do for a couple days.So,well,if you like it,enjoy! Try to upload a story with pictures of this challenge and what happens.
A guestbook signing
5 stars for your page
5 stars for an upload of your choice.
I will have 3 winners.
If you have any questions or want to enter please say so on this thread.
When you finish,post on this thread as well with a link to your story
Wednesday, June 02, 2010
This is how I play my game...it keeps me from getting bored playing one family. I posted this a while back, but am not updating it for use with University. Here's how it works:
I started with a never played neighborhood (Reinstalled Pleasantview), but you can start where you are if you don't want to change neighborhoods. There is no limit on the number of families that you can start with, but I think 8 - 10 families would be a good starting number.
1) Play each family for one sim week at a time. I play from Monday morning at 7:00 am to the next Monday morning at 6:30 am. When your week is up, you must change families.
2) Keep a list of the order you play the families. This will be the order you play for the entire challenge. When you move out a sim, add him/her to the bottom of the list. When a sim dies leaving an empty house, scratch that lot off the list.
3) You can NOT create any new sims after committing to play the challenge. Read on to find out how to marry, etc.
4) If your sim has become best friends with a townie while in child or teen stage, they can move them into their household when moving to college. However, only townies that are at best friend level with your sim can move in.
6) If a sim has a want to WooHoo or you choose to have them WooHoo, they must use Try for a Baby if it is available. There is no birth control in this challenge. With the installation of University, this works more naturally...every WooHoo doesn't result in pregnancy.
7) When a child ages to a teen you must use a dice to choose their aspiration. The following are the coordinating aspirations:
1 = romance
2 = fortune
3 = knowledge
4 = family
5 = popularity
6 = your choice
8) No cheats are allowed except for the move_objects cheat only when necessary for blocked sims to move.
9) When career awards become available you MUST 'purchase' them. You can not hold them until later. This includes rewards given at the acceptance of a job at a high level. Consider this an incentive to stay in one house and improve on it instead of moving around the neighborhood. However....
10) You may move your family to another house or add on to their existing house.
11) No hacked objects are allowed. By hacked item, I mean anything that can change mood, aspiration, etc outside of fulfilling needs and wants.
12) Tombstones must remain on the lot. You are welcome to move them around, but do not delete them.
13) You are welcome to marry any adult townies and NPC's, however you must do this thru the traditional methods, with out using the cheat to move them in first. Note: The only time you can 'cheat' and use the boolprop method to move a sim in is if you are affected by the glitch that won't allow dormies to move in with graduated sims. However, your sim must be in love or best friends with the dormie you are moving in.
14) You are welcome to marry any sims from other households.
15) Moving a townie in just to get their money is not allowed. When moving a townie in (outside of the rules above) they must remain in the household until their next age transition, therefore ensuring that the relationship stays high. If at that point you want to move them out, feel free to do so.
16)You are welcome to adopt a BABY only after trying for a baby unsuccessfully three times in a row, or both parents are of the same sex. Also, elders can adopt if it is to fulfill the 10 baby want and they already have 5 children of their own.
17)When YA's graduate from college, they MUST start in a house of their own. No merging of households, unless they move back in with their parents.
18) When a sim is sent to University, you have two options to keep the game flowing. One, you can play the college town until that sim or group of sims graduates. OR if you don't want to stay in university for that long at one time, you can play the sim or group of sims until they finish a year (two semesters) then return to the neighborhood.
19) There will be bonus points for sims who reach university level accomplishments, such as Big Sim on Campus, joining a Greek House, becoming a member of a Secret Society, etc. These will be worked out in the scoring part.
20) When a career chance card comes up you must make a choice - you can not choose to ignore it.
1 point for each generation reached up to 5 (this is generations reached for the entire neighborhood. If only one family reaches level 5 and the rest are at level 4, only 4 points are awarded)
1 point per $100,000 at the time of the 5th generations birth. This is per family.
1 point per platinum grave
1 point for each Sim who reaches the influence level of 5 (top)
1 point per sim for each friend above 12 (personal friends, not family friends)
2 points for every lifetime want achievement
1 point per career reward on a lot
2 points for each Honor graduate (start beside the YA icon in the age panel)
10 points if at the end of the challenge all of the families are related
-1 point for each aspirational failure (visited by the Shrink)
-1 point for each sim that gets expelled from college
-1 point for each semester spent on academic probation
-1 point for each time a sim gets fired
2 points for each sim who is a Secret Society member
1 point for each Greek house member (not including the ones that come with the game)
2 points for each Big Sim on Campus
The challenge runs untill ALL of the families have reached the 5th generation. I know this is similar to the Legacy Challenge, however I'm trying to keep it from being a knock-off. I don't enjoy playing the Legacy way b/c it limits the families you can actively play. Since you are playing several households, instead of just one, I'm only going to the 5th generation.
Just a suggestion, backup your neighborhood periodically, or upload your families to your SimPage
Depending on the feedback I get on this challenge, I will try to get a scoreboard uploaded over the weekend. As in the Legacy Challenge, there will be points awarded for having career objects on the lot, tombstones, generations, etc.
Wednesday, May 05, 2010
the downloads are free with registration :)
Get a Life Rules by Violet Kitty
This is a goal-driven gameplay, requiring you to meet various goals before moving on. This is directly from the Console version of The Sims, adjusted for TS2 gameplay. To play, you need to download the houses and families from here. These were all made with TS2University, and University is required for this gameplay, even though your sim will never go.
Your sim may use any aspiration reward you want. He/she will have to use Elixir of Life, as will Mom if you stay at her house for an extended time.
No cheats are allowed other than the specifically laid out money cheats when moving from house to house. The goal here is to have the same bank account (roughly) as you move, because you are living in houses not of your own, but owned by Malcolm Landgrabb (except Mom’s house…she owns that).
You may stay in any house as long as necessary to complete your goals. Hint, you might want to forfeit time bonuses so you can accomplish other goals more easily. Some goals have a point value next to them. You will get this point value for accomplishing it. All goals must be met to proceed (except for the time bonus).
No sim may ever leave the home lot to go to a community lot.
You may not sell things to increase your bank account. If you sell things, you must replace them with equal value items (ie. the $3500 clock for a $3500 piano).
Also, if you sell a depreciated item, you must replace it with an item that is equal to the original value of that item (ie. if you replace a $300 toilet that has been depreciated to $120 with a $1200 toilet, you have only increased the value of the house by $900).
Keep track of any extra that you spend, as this will be your money (ie if I sell $10000 worth of stuff at Mom’s and replace it with $15000, Mom owes me $5000).
These rules apply in all the other houses, only the money is coming from your landlord, Malcolm Landgrabb, via the Sim City Savings & Loan.
If your sim dies, the game is obviously over. If he loses his job at any point, he may get a new job from the newspaper, but must stay in the house they are currently in until they have achieved the level they need to achieve to proceed.
At any level, your sim may hire a gardener, exterminator, bar tender, emergency services, or call for delivery.
Your sim can only socialize with townies, NPCs, and the following families: Landgrabb, Roomies, Party Guys, Party Girls, Married Folks. None of your own creation.
In CAS make 2 sims. 1 will be an elder, “Mom.” She needs to be an Aquarius but you can choose her appearance and aspiration. For authenticity, she would be S3, have her hair in a bun, and a purple top and skirt. Then make an adult for your character, anything you would like. Make sure to link their relationship as parent-child.
Place them on an empty lot and give them 5 kachings. This will give them $25000. Now, move them to “Money from Mom.” Bank total will be $200.
Money from Mom:
Get Mom to earn S800 so you can move out (bank total needs to be $1000)
Make dinner without starting a fire 2500
Fix the TV 1000
Pay the bills (after 3 days)
Get Mom into a Love relationship with Malcolm Landgrabb (optional)
Get a job from the newspaper (can only be done after the other objectives are completed) 2250
TIME BONUS: 2 days or less (Wednesday 8:00AM) 2500
You cannot hire a repairman or a maid.
Your sim cannot work outside the home.
Mom does not clean at all.
Mom is not to cook until your sim has successfully served a meal.
Mom must be alive at the end of the level.
When your sim has completed all the objectives, he/she may get a job and then move out. Place your sim on an empty lot and give him/her 16000 simoleans plus how much was in the bank at Mom’s house, and how much home improvement you did (rounded up to the nearest 1000). Now move into “Reality Bites.”
Clean the place up
Fix the broken stuff (except trash compactor…it’s deadly)
Upgrade your abode in buy mode with $1150 in new stuff (keep track) 300
Get promoted to career level 2 100
Get promoted to career level 3 3000
TIME BONUS: 4 days or less (Friday 8:00AM) 1800
You cannot hire the maid until the house is clean
You cannot hire a repairman until everything is fixed (except the trash compactor)
When your sim has completed these objectives, note how much you have in the bank, and how much you spent on home improvement, then evict him/her. Move your sim in with Dudley or Mimi Landgrabb at “Party Animals.”
Before you move your sim in, move out Malcolm and one of his kids. You have to live with the other. Then, move the Roomies in, so your host knows them. Move them out and waste the cash on walls and floors. When you get there, you will waste your money on excess walls and floors to get back to your bank account, and what your sim spent in “Reality Bites.”
Throw a roof raiser
Upgrade your abode in buy mode with $1500 in new stuff (keep track) 1200
Get promoted to career level 4 600
Get promoted to career level 5 10,000
Throw a party, make friends with a guest, then use “Propose…Move In” and end the level.
TIME BONUS: 8 days or less (Next Tuesday 8:00AM) 1500
Mimi and Dudley do not cook or clean. Except for grilling. They’re great on the grill.
Mimi and Dudley do not work on job skills unless they choose to do so autonomously.
Your worthless roomie must be alive at the end of the level.
When your sim has completed these objectives, note how much you have in the bank, and how much you spent on home improvement, then have him/her move out. Move the Roomie out separately. Leave Mimi or Dudley with your cash. Now move into “Hot to Trot.”
HOT TO TROT:
Before you move in, move the Roomie in with the Party Girls, and then out, and then with the Party Guys and then out, so he/she has a base relationship with them, and can introduce your sim. Place your sim on an empty lot and and then move the Roomie in. Give them 17000 simoleans plus how much was in the bank at Mimi/Dudley’s place and how much you spent on home improvement (rounded up to the nearest 1000).
Throw a raging party.
Upgrade your abode in buy mode with $2000 in new stuff (keep track) 4500
Get promoted to career level 6 4000
Get promoted to career level 7 500
Get married/joined to a Party Girl or Party Guy at a party.
TIME BONUS: 8 days or less (Next Tuesday 8:00AM) 1200
Your roomie must be alive at the end of the level.
Your roomie is willing to work inside or outside of the home. Any earnings are yours to keep.
When your sim has completed these objectives, note how much you have in the bank, and how much you spent on home improvement, then have him/her move out with the new spouse. Place them on an empty lot and give them 51,000 simoleans plus how much was in the bank at Hot to Trot and how much you spent on home improvement (rounded up to the nearest 1000). Now move into “Who Loves Ya, Baby!”
WHO LOVES YA, BABY!
Upgrade your abode in buy mode with $4000 in new stuff (keep track)
Get promoted to career level 8 3675
Get promoted to career level 9 6075
Have 2 babies, raise to school age 1100
Encourage each child up in at least 5 personality points (optional) 7500
Get both children into private school (optional) 2500
TIME BONUS: 12 days or less (Next Saturday 8:00AM) 4300
Your spouse must be alive, and still living with you at the end of the level.
Your spouse may work inside or outside the home.
You may not hire a nanny.
You may adopt instead of giving birth, but if you choose to do this, your sims can only call the social worker on Wednesday and Saturday, providing for delivery on Thursday and Sunday, same as if you gave birth to 2 babies in a row.
If you adopt, it must be an infant. You cannot skip babyhood and toddlerhood and go straight to school age.
Both children must be alive and well. If you lose one, you must replace him/her with another child. This will slow you down because you cannot adopt after you’ve lost a child.
When your sim has completed these objectives, note how much you have in the bank, and how much you spent on home improvement, then have him/her move out with the family. Move them into “The Last Simolean.” Either waste any extra simoleans on excess floors or walls, getting back to what was in your bank at “Who Loves Ya, Baby!” plus how much you spent on home improvement (rounded up to the nearest 1000) or add. I did.
THE LAST SIMOLEAN
There is no home improvement goal, just furnish enough, and save at least $20,000 for early retirement (your sim doesn’t need to be an elder, but may if you want)
Encourage each child up in at least 5 personality points (if you haven’t done so already) 7500
Get both children into private school (if you haven’t done so already) 2500
Get both children into college with at least $1500 each in scholarships 5000
Get promoted to career level 10
Throw a fabulous “retirement” party!
TIME BONUS: 8 days or less (Next Tuesday 8:00AM) 4800
You may not hire a nanny
When your sim has completed these objectives, the challenge is over, and it’s time for final scoring.
Add all bonuses you received.
1 point for every simolean in your bank account above 20,000.
1 point for every aspiration point in the central character’s bank.
-30,000 points for every vial of Elixir your main sim uses. If you use a partial vial, you still lose the full 30,000, so you may as well drink up! This doesn’t count if any other sim drinks it.
Other point bonuses: spouse reaching level 8 8000 points, 9 9000 points, 10 10,000 points (spouses all have no skills)
Wednesday, April 07, 2010
We all want to be great...even our sims... for an entire lifetime.
Create in CAS one Adult, and one Toddler Sim. The toddler is the Central Character. The adult is merely a Caretaker.
**Alternative, Create one Adult, and call for adoption of a toddler no later than tuesday, so the toddler is delivered at 10:00am on Wednesday**
They can be any personality and any aspiration. Move them to any lot of your choice, furnished, unfurnished, completely empty, whatever you want.
No cheats or hacks, except MoveObjects to fix glitches.
No exit without save after something 'bad' happens, such as chance cards or accidental deaths.
Caretaker can ONLY spend Aspiration points on objects that the Caretaker ALONE will use, which means that you cannot buy any aspiration reward for the Central Character.
However, the Central Character may use his/her own points for his/her benefit, except for Elixir, the Central Character may not use Elixir at ANY time.
This means no Smart Milk for anyone, either.
Raise the toddler in any way you see fit, do anything with the family that you want, move in or out, marry, break up, move to a new lot, stay on the original lot, have more kids, have no more kids. Whatever you want to do.
Caretaker Sim must move out or die within 2 days of Central Character reaching Teen.
When your Central Character gets over 300K aspiration points, buy Elixir (BUT DON"T USE IT) and store it somewhere on the lot. Keep doing this until your Central Character dies.
The person who has the most Elixirs stored up at the end of the Central Character's life will win.
Every Aspiration object the CC buys is that much LESS he has to spend on Elixirs.
Remember, the CC cannot use ANY aspiration objects that he, himself has not bought.
Plan for the Aspiration that your CC will become. If popularity, then have them meet lots of people, if knowledge, save the skill building until teen years, etc.
The absolute maximum number of aspiration points any sim can have at one time is 327,670. If you reach this, you will still satisfy wants, and still get the numbers flashing over your sim's head, but they will not be added to your total (hence the need to stockpile Elixir).
Also, we need a picture of the surving family members mourning at the tombstone, and a picture of all the Elixirs you've stockpiled.
We will not be comparing a Romance Sim to a Fortune Sim, or a Family Sim to a Knowledge Sim. That would be unfair. We will have a category for each aspiration, so you can play your favorite. Good luck and make very happy Sims!
Wednesday, March 31, 2010
EPISODE86 - The Sims 2 Challenges - Pop Star Challenge 25:02 3/24/2010 1 EPISODE86 - The Sims 2 Challenges - Pop Star Challenge
The Popstar Challenge
Objective: To have a young adult become a popstar during their young adult and adulthood!
Briefing: A kind of different way to have a challenge. You create 5 young adults in create a student and they aren't allowed to be family, only roomies. You can then move them into a dorm that is premade by Maxis and must have spaces for 12 or more students.You can use motherlode only once and that's when you move the students in. You must buy these things for the dorm:
- Drum Kit
and keep it all in one room or better yet put them on a decking/foundation. You may also need to buy chairs facing the instruments so when you throw parties your guests won't leave. Make sure there is also room for a freestyler at the front of the band so it gets a bit better.
Get a piece of paper and a pen and write down "Career Earnings" on it. You add money to it when the band start collecting tips for performing bands but don't perform yet.
The students first have to gain as much creativity skill as possible before the end of Freshman year. They can't use the thinking cap or any other aspiration awards in this challenge. At the time at their elderly age they count up all the earnings and that's the total score.
When it comes near the end of Freshman year you might want to assign your sims to a particular instrument or lead singer.
When it comes to the beginning of Sophomore year the students must throw a party every night and perform a band everytime for 2 and a 1/2 hours and all immeadiately stop and collects their tips. You add the money to the career earnings paper after they receive tips.
Do it until the graduation day and then they leave campus. You're not done yet as they still have to do the job as adults! They aren't allowed jobs and must live together and run a party every night and perform a band. They retire when they reach elderly age and just look at it as memories.
No cheats except motherlode once at the beginning of this challenge and moveObjects on
If a band member dies in college he/she can't be replaced until moving in someone as an adult
No aspiration or career rewards
If all band members die at college then it's GAME OVER
Money added to career earnings must be tips from freestyling and instruments, nothing else or any dormie, NPC or non-challenge sim playing and letting you receive tips
The challenge is over when the sims age to elder and you MUST count up the career earnings
The score is the career earnings and nothing else.
If you want to you can create a story or movie if you like.
Wednesday, March 10, 2010
About this Challenge
The goal is to create a dynamic neighborhood that is socially and economically diverse. Your Sims will struggle or thrive in a diverse city environment where the opportunities available to each Sim are largely based on external factors including social class and access to higher education. While external factors may limit or expand opportunities, this challenge also takes into account powerful and random internal factors which might inspire an individual who faces severe economic challenges to strive for success while another of average station may be satisfied with remaining status quo.
Game play is structured around four classes—Poverty Class, Working Class, Middle Class, and Upper Class. Many challenge play options will be determined by the roll of a dice, including the number of Founding families and the gender, aspiration, personality, motivation level and income track for each Sim.
This challenge was designed for players who have the University and Open for Business Expansion Packs.
Credits & Disclaimers
This challenge is designed to combine several existing challenges with a few added twists. Before going into the rules, I’d like to credit the following challenge creators whose ideas have inspired this challenge:
1.Many of the initial setup options are borrowed (or shamelessly stolen) from The Prosperity Challenge by Sheri & Robin
2.The adherence to a class system and some class-related rule based play is borrowed from The Boomtown Challenge by Reni
3.Some of the constraints placed on Poverty Class Sims were inspired by or borrowed from restrictions included in The Nickel & Dimed Challenge by Yamx
Create the First Generation
There can only be a fixed number of Poverty Class households for the duration of the challenge. First you will roll to determine the number of available low income housing lots. During the challenge, households may advance to higher classes based on game rules, but in the beginning all Sims are in the Poverty Class.
Roll a six-sided die to determine the number of Poverty Class houses in the neighborhood
For each household, roll to determine the marital status of the head of household
For each household, roll to determine the presence or absence of children
For each household with children, roll to determine the number of children
For each child per household, roll to determine the child’s age
If you have the Pets expansion pack, feel free to add pets to any household.
The chart below provides details on how to determine each of these requirements:
Number of Poverty Class Houses
Household Marital Status
Number of Children in Household
Age of Children in Household
Number of Pets in Household
1 or 2 = 4
3 or 4 = 5
5 or 6 = 6
1 or 2 = 1
3 or 4 = 2
5 or 6 = 3
1 or 2 = Toddler
3 or 4 = Child
5 or 6 = Teen
Once the necessary details about the founding families have been determined, it is time to determine characteristics of individual household members. The age and number of household members was determined in the previous step. Don’t put the dice away yet! Prosperity Challenge Rules are used to determine gender, aspiration and personality. To roll for Personality, you can use either a six-sided or twelve-sided die. If you use a six-sided die, roll first to determine the set, then roll a second time to determine the personality as outlined in the chart below. This challenge adds two new factors called Motivation Level and Income Track which will be explained later in greater detail.
Odd (1,3,5) = Set 1
Even (2,4,6) = Set 2
1 = Fortune
1 = Aries
7 or 1 = Libra
2 = Knowledge
2 = Taurus
8 or 2 = Scorpio
3 = Romance
3 = Gemini
9 or 3 = Sagittarius
4 = Family
4 = Cancer
10 or 4 = Capricorn
5 = Popularity
5 = Leo
11 or 5 = Aquarius
6 = Pleasure**
6 = Virgo
12 or 6 = Pisces
** If you don't have Nightlife installed, 6 is roll again during set up.
If you happen to roll the Underachiever motivation level for all adults in each household, you can roll for motivation levels again. Once all of the above constraints have been identified, create each founding family using Create a Family.
While it is not a requirement, you are encouraged to create families that are ethnically diverse.
Create or Prepare a Neighborhood for Play
Start from Scratch
Create a new, empty neighborhood. Identify areas on the neighborhood map where Poverty Class, Working Class, Middle Class and Upper Class lots will be placed, and create all required lots accordingly:
Create the number of required low-income housing lots determined in the previous step.
Create some Working Class, Middle Class and Upper Class homes (optional… this can wait until they are needed)
Create or add at least one community lot in each class sector. In truly impoverished areas you won’t find Starbucks or high-end department stores. There might be playgrounds, but you won’t find swimming pools. Instead, you may find corner stores, fast food restaurants, bars, and thrift stores. Strive for realism—design or import appropriate lots for each social class. There must be a grocery store in the Poverty Class sector .
Poverty Class Housing Guidelines
1.Poverty Class housing must cost less than $10,000 unfurnished. Add furniture and appliances after purchase.
2.Poverty Class houses can have no more than two bedrooms.
3.Poverty Class houses can have no more than 1.5 bathrooms (only one bathroom can have a shower or tub).
4.Poverty Class houses cannot have basements or garages
5.Poverty Class houses cannot have special fixtures (including fireplaces, elevators, swimming pools, hot tubs).
6.Landscaping and flower beds on Poverty Class lots should be sparse or nonexistent
7.Poverty Class lots cannot contain fishing ponds
Working Class Housing Guidelines
1.Working Class housing costs < $40,000 and > $10,000
2.Working Class houses can have no more than three bedrooms
3.Working Class houses can have no more than two full bathrooms
4.Working Class houses can have basements
5.Working Class houses cannot have garages
6.Working Class houses cannot have special fixtures (including fireplaces, elevators, swimming pools, hot tubs).
Middle Class Housing Guidelines
1.Middle Class Housing costs < $80,000 and > $40,000
2.Middle Class houses can have up to five bedrooms
3.Middle Class houses can have up to four bathrooms
4.Middle Class houses can have basements
5.Middle Class houses can have one garage
6.Middle Class houses can have fireplaces, swimming pools or hot tubs
Upper Class Housing Guidelines
1.Upper Class Housing costs > $80,000
2.Upper Class houses can have an unlimited number of bedrooms, bathrooms, and garages.
3.Upper Class houses can include any available fixtures
Use a Maxis Neighborhood or a Downloaded Neighborhood
If you want to use a pre-existing neighborhood, you must complete the following steps to prepare the neighborhood for challenge play:
1.YOU MUST modify the structure of each family such that each household contains no more than two adults who are married or joined (no roomies or Elders).
a.YOU MUST move all Sims out of their existing households. Where a pre-existing household contains more than two adults, unmarried adults or elders, the extra adults and/or elders must be moved out of the household before you move the family to the Sim Bin by using the Find Own Place interaction
b.The extra adults and elders can remain in the Sim Bin queue and be added to Poverty Class housing when a lot becomes available before any new Poverty Class Sims are created using Create a Sim but this is optional—if you do not want to play the leftover Sims, you can delete them.
2.YOU MUST modify the family funds of each household such that they only have $20,000 to begin challenge play. All families start with $20,000 in family funds regardless of family size.
3.You must reconfigure the existing lots such that there is a designated area for each social class in the neighborhood. Identify areas on the neighborhood map where Poverty Class, Working Class, Middle Class and Upper Class lots will be placed, and move all existing lots accordingly:
a.Housing that costs < $10,000 should be placed in the Poverty Class sector
b.Housing that costs < $40,000 and > $10,000 should be placed in the Working Class sector
c.Housing that costs < $80,000 and > $40,000 should be placed in the Middle Class sector
d.Housing that costs > $80,000 should be placed in the Upper Class sector
e.Community Lots should be zoned appropriately
Each household must be played for a set number of days before moving to the next household. This is referred to as a play turn.
Each household must be played in the same order. This is referred to as the play list.
The completion of the play list is referred to a play cycle.
Each household starts in the Poverty Class. The opportunities available to the household are determined by the motivation level and income track of each adult Sim in the household.
If the household meets the necessary objectives to advance to the next class during a given play turn, it MUST move to the next class level at the end of the play turn. At this time all household Sims will move from one house in their current class sector to a new house in their new class sector.
If any Poverty Class houses are vacant when you come to the end of the play list, they must be filled by either a single Sim waiting for housing in the Sim Bin or a new household that is rolled and created using Create a Sim. These new additions to the neighborhood will be played during the next play cycle.
Tombstones and Urns must be preserved in the game. They must be placed on a residential or community lot.
The challenge ends when the first fifth generation Sim dies or when all descendants of the founding families have perished
Family and Household Rules
YOU CAN have one adult join the household of a single Poverty Class or Working Class Sim but ONLY through marriage or joining
YOU CAN marry any available Sim of any class, or any available townie or NPC. There are no restrictions against marrying Mr. Big, the Diva, the Grand Vampire/Vampiress or other well-to-do townies. Marriage for the purpose of social climbing is an expected part of this challenge. While it takes more than an influx of cash to move from one class to the next, the cash won’t hurt.
YOU CAN’T move in roommates, townies or NPCs unless you are above Working Class. A Middle Class household can move in one roommate, townie or NPC. An Upper Class household can move in an unlimited number of roommates, townies or NPCs. If any of these moved in Sims leave the household, they must return to the Sim Bin and await Poverty Class housing.
YOU CAN use the Elixir of Life Aspiration Reward Object to prolong Adulthood, but only until the first grandchild is born. At that point, the natural progression of life takes over. Elders and Teens cannot use this Aspiration Reward Object.
YOU CAN send children to college but must adhere to the limits of your social class
YOU CAN have as many children as you want at each class level. Children can be added to a family through natural reproduction (WooHoo) or by adoption.
YOU CAN use cheesecake to spawn twins but must take a slight point reduction every time Cheesecake is used.
YOU MUST roll for Income Track when a Sim transitions to adulthood.
Adult Sims are randomly assigned one of two available income tracks—Career or Entrepreneurship.
An Adult Sim with the Career Income Track can get a traditional job by browsing the want ads in the newspaper or browsing the online job boards. Career Income Track Sims cannot open a business.
An Adult Sim with the Entrepreneurship Income Track must earn money through a home-based or community based business. The Entrepreneurship Income Track Sim cannot get a traditional job but can be hired to work on a community lot that they do not own.
Advancement in either Income Track may be bolstered or hampered by the Sim’s motivation level. See that section for further details.
Success in life is often due to a combination of factors referred to as internal and external factors. External factors are determined by the class a Sim is born into, the educational and nurturing opportunities available to the Sim, the skill building objects at their disposal, and the amount of cash on hand that can be used to fulfill goals. Internal factors are determined by the Motivation System. The most intelligent and highly skilled Sims may have the wherewithal to succeed but may not be driven. At the same time, skill challenged Sims may be required to work harder to succeed but have intense desire to do so. While nearly all Sims have the ability to succeed if they put forth the effort, all Sims have differing drives and value systems. The Motivation System takes these factors into account.
Motivation Level must be rolled when a Sim transitions from child to Teen.
For many Sims, their motivation level will remain fixed throughout their lifetime.
Sims CAN surpass their current motivation level and graduate to the next motivation level. This is referred to as self-actualization. Self-actualization occurs when a Sim maximizes Lifetime Aspiration OR achieves their Lifetime Want.
Teens and Motivation
A teen with the Underachiever Motivation Level
CAN’T get a job
CAN’T get into Private School (There is an exception to this rule if the household already had their children admitted to Private School)
CAN’T actively achieve skill levels above Level 3 or Badge levels above Bronze by skilling or using the SimVac Aspiration Object (Cooking and Cleaning skill points can be earned after reaching level three but only by doing skill-related tasks).
CAN’T learn Free Time or Apartment Life skills (Parenting, Fire Prevention, Anger Management, Physiology, Couples Counseling, etc.)
A teen with the Average Motivation Level
CAN get a job but can’t advance beyond Level 2
CAN’T get into Private School (There is an exception to this rule if the household already had their children admitted to Private School)
CAN maximize up to 3 skills traditional skills (Cooking, Cleaning, Mechanical, Logic, Creativity, Charisma, Body) and earn Badge levels up to Silver
CAN learn up to two Free Time or Apartment Life skills (Parenting, Fire Prevention, Anger Management, Physiology, Couples Counseling, etc.)
A teen with the Overachiever Motivation Level
CAN get a job and advance to its highest level
CAN get into Private School
CAN maximize all skills and earn Badge levels up to Gold
CAN learn Free Time and Apartment Life skills (Parenting, Fire Prevention, Anger Management, Physiology, Couples Counseling, etc.)
Adults and Motivation
Economically speaking, a married couple has several advantages over single parent or single adult households. The Motivation Rules for adults are designed to reflect this. Children with one underachieving and one average achieving parent are nearly equal to children with one overachieving parent in terms of the attention and nurturing they receive in their formative years. Class advancement becomes much easier for an underachieving Sim who is married to an average achiever or an overachiever.
An adult with the Underachiever Motivation Level
CAN get a job and advance to Level 4
CAN teach toddlers one skill (potty training, walking, talking)
CAN’T teach toddlers nursery rhymes
CAN’T use Aspiration Rewards
CAN actively learn traditional skills up to Level 3 (Cooking and Cleaning skill points can be earned after reaching level three but only by doing skill-related tasks).
CAN’T learn Free Time or Apartment Life skills (Parenting, Fire Prevention, Anger Management, Physiology, Couples Counseling, etc.)
CAN'T help children with homework
CAN earn badge points up to Bronze level
CAN open one business
CAN use the ReNuYuSenso Orb with a penalty
An adult with the Average Motivation Level
CAN get a job and advance to Level 7
CAN teach toddlers two skills (potty training, walking, talking)
CAN’T teach toddlers nursery rhymes
CAN help children with homework
CAN use one Aspiration Reward Object per play turn
CAN actively learn traditional skills up to Level 7
CAN learn up to two Free Time or Apartment Life skills (Parenting, Fire Prevention, Anger Management, Physiology, Couples Counseling, etc.)
Can earn badge points up to Silver level
CAN open up to two businesses
CAN use the ReNuYuSenso Orb with a penalty
An adult with the Overachiever Motivation Level
CAN get a job and advance to its highest level
CAN teach toddlers all skills
CAN teach toddlers Nursery Rhymes
CAN learn Free Time and Apartment Life skills (Parenting, Fire Prevention, Anger Management, Physiology, Couples Counseling, etc.)
CAN help children with homework and get children into Private School
CAN use unlimited Aspiration Reward Objects per play turn
CAN maximize skills
Can earn badge points up to Gold level
CAN open an unlimited number of businesses
CAN use the ReNuYuSenso Orb without a penalty
Class Structure Rules
In addition to the lots and housing restrictions outlined above for each social class, the following rules apply.
Poverty Class Allowances & Restrictions
Poverty Class households MUST start with $20,000 simoleons regardless of household size.
Poverty Class households CAN’T have burglar alarms or smoke detectors
Poverty Class households CAN’T keep the housewarming gift from Mr. Humble. The box must be deleted immediately without being opened.
Poverty Class Sims CAN’T own computers
Poverty Class Sims CAN’T use or delete the Genie Lamp. If it is given, it must be stored in inventory.
Poverty Class Sims CAN’T use custom content designed to make life easier. This includes hacked objects AND furnishings/household items that are drastically reduced in price.
Poverty Class Sims CAN’T use any Aspiration Reward Objects
Poverty Class Sims MUST keep everything they buy until the end of the next play turn.
Poverty Class Sims CAN’T sell more than one object during each play turn.
Poverty Class Sims CAN’T sell or delete broken objects.
Poverty Class Sims CAN’T hire any Service NPCs
Poverty Class Sims CAN’T have groceries delivered—they CAN order pizza or Chinese food
Poverty Class Sims CAN’T secure jobs for their pets
Poverty Class Sims CAN’T afford private school
Poverty Class Sims CAN’T afford a car. They must walk or carpool when they want to go somewhere.
Poverty Class Sims CAN only send children to college if they have earned at least $6,000 in scholarship funds.
Poverty Class Sims CAN’T dig for treasure
Poverty Class Sims CAN’T ignore chance cards
Poverty Class Sims CAN’T go Downtown or visit Shopping District lots
Poverty Class Sims CAN’T go on vacation
Poverty Class Sims CAN’T sell novels or paintings
Poverty Class Sims CAN sell crafted objects
Poverty Class Sims CAN only visit community lots in the Poverty Class or Working Class sector
Career Income Track adults in the Poverty Class can only seek employment in the following fields:
To advance from Poverty to Working Class, the household must meet each of the following criterion
The household must have a net worth of over $50,000
Entrepreneurship Income Track Adults must have at least one Level 5 Business OR Career Income Track Adults must have reached Career Level 5
Working Class Allowances & Restrictions
Working Class households CAN’T have burglar alarms or smoke detectors
Working Class households CAN’T keep the housewarming gift from Mr. Humble. The box must be deleted immediately without being opened.
Working Class Sims CAN own computers
Working Class Sims CAN’T use or delete the Genie Lamp. If it is given, it must be stored in inventory.
Working Class Sims CAN’T use custom content designed to make life easier. This includes hacked objects AND furnishings/household items that are drastically reduced in price.
Working Class Sims CAN use Aspiration Reward Objects as allowed by their Motivation Level
Working Class Sims MUST keep everything they buy until the end of the next play turn.
Working Class Sims CAN’T sell more than one object during each play turn.
Working Class Sims CAN’T sell or delete broken objects.
Working Class Sims CAN only hire the Repairman, the Exterminator, and the Delivery Service NPCs
Working Class Sims CAN’T secure jobs for their pets
Working Class Sims CAN’T afford private school
Working Class Sims CAN’T afford a new car but they can restore an old car if they have enough Mechanical Skill. Working Class houses can have a driveway but they cannot have a garage.
Working Class Sims CAN send one child to college without scholarships
Working Class Sims CAN send additional children to college if they have earned at least $6,000 in scholarships
Working Class Sims CAN’T dig for treasure
Working Class Sims CAN’T ignore chance cards
Working Class Sims CAN go Downtown or visit Shopping District lots
Working Class Sims CAN go on vacation
Working Class Sims CAN sell novels or paintings
Working Class Sims CAN sell crafted objects
Working Class Sims CAN only visit community lots in the Poverty Class, Working Class or Middle Class sector
Career Income Track adults in the Working Class can only seek employment in the following fields:
To advance from Working to Middle Class, the household must meet each of the following criterion
The household must have a net worth of over $150,000
Entrepreneurship Income Track Adults must have two business at Level 5 OR one business at Level 10
Career Income Track Adults must have reached Career Level 10
Middle Class Allowances & Restrictions
Middle Class households CAN have burglar alarms or smoke detectors
Middle Class Sims CAN’T use or delete the Genie Lamp. If it is given, it must be stored in inventory.
Middle Class Sims CAN’T use custom content designed to make life easier. This includes hacked objects AND furnishings/household items that are drastically reduced in price.
Middle Class Sims CAN own computers
Middle Class Sims CAN use Aspiration Reward Objects as allowed by their Motivation Level
Middle Class Sims MUST keep everything they buy until the end of the next play turn.
Middle Class Sims CAN sell up to five objects during a play turn.
Middle Class Sims CAN hire any Service NPCs except for the Butler
Middle Class Sims CAN secure jobs for their pets
Middle Class Sims CAN afford Private School
Middle Class Sims CAN afford a car
Middle Class Sims CAN send two children to college without scholarships
Middle Class Sims CAN send additional children to college if they have earned at least $6,000 in scholarships
Middle Class Sims CAN dig for treasure
Middle Class Sims CAN’T ignore chance cards
Middle Class Sims CAN go Downtown or visit Shopping District lots
Middle Class Sims CAN go on vacation
Middle Class Sims CAN sell novels or paintings
Middle Class Sims CAN sell crafted objects
Middle Class Sims CAN visit community lots in any Class sector
Career Income Track adults in the Middle Class can only seek employment in the following fields:
Overachieving Career Income Track adults in the Middle Class can also seek employment in the following fields:
To advance from Middle to Upper Class, the household must meet each of the following criterion
The household must have a net worth of over $250,000
Entrepreneurship Income Track Adults must have at least two Level 10 businesses (Entrepreneurship is critical for families attempting to achieve the highest class status. Career-minded Sims may live quite comfortably but an adult Sim in a Middle Class household must be a high-quality producer of goods in order to advance to the Upper Class).
Upper Class Allowances & Restrictions
Upper Class households CAN have burglar alarms or smoke detectors
Upper Class Sims CAN use or delete the Genie Lamp. They live charmed lives.
Upper Class Sims CAN’T use hacked objects
Upper Class Sims CAN buy custom content furnishings/household items that are drastically reduced in price. They have connections
Upper Class Sims CAN use Aspiration Reward Objects as allowed by their Motivation Level
Upper Class Sims CAN sell household objects at any time.
Upper Class Sims CAN hire any Service NPCs including the Butler
Upper Class Sims CAN secure jobs for their Pets
Upper Class Sims CAN send all of their children to college without scholarships
Upper Class Sims CAN dig for treasure
Upper Class Sims CAN ignore chance cards
Upper Class Sims CAN go Downtown or visit Shopping District lots
Upper Class Sims CAN go on vacation
Upper Class Sims CAN sell novels or paintings
Upper Class Sims CAN sell crafted objects
Upper Class Sims CAN visit community lots in any Class sector
Career Income Track adults in the Upper Class can seek employment in all available fields
Expansion Pack Rules
How valuable is a college education? In this challenge, it can make all the difference.
University Motivation System
If a teen is fortunate enough to go to college, he or she must roll a new Motivation Level. The following motivation rules apply to young adults:
A young adult with the Underachiever Motivation Level
CAN’T graduate from college and must drop out before the beginning of Senior year
CAN’T make the Dean’s List
CAN’T join a Greek House or Secret Society
CAN’T be Big Sim on Campus
A young adult with the Average Motivation Level
CAN graduate from college
CAN make the Dean’s List
CAN join a Greek House or a Secret Society (but not both)
CAN’T be Big Sim on Campus
A young adult with the Overachiever Motivation Level
MUST graduate from college
MUST graduate with a 4.0 GPA
CAN join a Greek House
CAN join a Secret Society
CAN be Big Sim on Campus
You can use a hack to speed up University Play
All Sims sent to college must be added to the play list
You can send neighborhood teens to college if they are best friends with a playable Sim that is also going to college. They must be added to the playlist and you must roll for their Motivation level
You can Create a Sim in University but you must add them to the play list.
Freshmen must live in a dorm
Upperclassmen can live in any residence they can afford
Each university residence must be played for two semesters during a play cycle. This means that students should graduate from college in two Sim weeks
One child from each household can return to the family home after graduation. All other graduating children from pre-existing households are governed by the following rules:
College Graduates who did not come from the base neighborhood start in the Poverty Class with family funds of $20,000. They can either wait for a Poverty Class house or move in with a classmate if they were Best Friends in college.
A Poverty Class Sim returns to Poverty Class and starts life with family funds of $20,000. Poverty Class graduates must live in a Poverty Class house when it becomes available but can move in with a classmate if they were Best Friends in college.
A Working Class Sim returns to Working Class and starts life with $25,000. Working Class graduates must secure housing in an Apartment and can have up to two roommates if they were Best Friends in college.
A Middle Class Sim returns to the Middle Class and starts life with $30,000. Middle Class graduates must secure housing in an Apartment and an have up to two roommates (from college or the neighborhood). Requires Apartment Life.
Upper Class Sims have $80,000 trust funds that allow them to start their lives in the Middle Class. They can secure housing in an apartment or a single family home and can have up to three roommates (from college or the neighborhood).
Motivation Bonuses and Penalties
Underachieving Dropouts become Poverty Class Sims regardless of their initial class level. They can’t move back in with their furious and disappointed parents.
Poverty Class and Working Class Sims of Average or Overachieving Motivation can advance to the next class upon graduation if they meet one of the following criteria
Graduate with 4.0 GPA, Join a Greek House, and become Big Sim on Campus
Graduate with 4.0 GPA, Join a Secret Society, and become Big Sim on Campus
Graduating Sims can add an additional $5000 to their family funds upon graduation if they Join a Greek House AND a Secret Society
Open for Business
Entrepreneurs can only start businesses in their own class sector or a lower class sector
Sims can open any combination of businesses including venues, restaurants, retail or service enterprises.
In order to advance to Upper Class, only ONE of the owned top-level businesses can be a Venue
Sims cannot meditate in Community venues to amass wealth or earn aspiration points. There are penalties for doing so.
Seasons must be set for each neighborhood during creation and CAN’T be changed after initial setup.
The Weathernaught 57X Reward Object can only be used by Middle and Upper Class Sims
The Toss ‘n Wish Drinking Well by Gaelic Gardens can only be used by Middle and Upper Class Sims
…for every playable Sim in the game at the end of the Challenge (does not include Servos)
…for every $100,000 net worth in the neighborhood
…for every top level Business
…for each Platinum Grave
…for every top-level Career
…claim once after at least one neighborhood Sim has reached the top level of every Career
…for every natural Twin Birth
…for every Alien birth
…for acquiring all Vacation mementoes
…for the first of each type of supernatural being born or created during the course of the challenge
…for every Upper Class household at the end of the challenge
…for every Middle Class household at the end of the challenge
…for every Working Class household at the end of the challenge
…for every use of the Open Venue Loophole
…for doing anything beyond Motivation or Class limits (each instance)**
…for using the ReNuYuSensoOrb below Middle Class
…for using the Weathernaught object below Middle Class
…for using the Wishing Well below Middle Class
…for ignoring Chance Cards below Middle Class
…for every Shrink Visit
…for every visit from the Social Bunny
…for every Sim that is intentionally killed
...for each child removed by the Social Worker
** For example… if you have an Adult Sim with an Average Motivation Level who maximizes a skill, they must take this penalty 3 times for each time they earned a skill point beyond the allowed level (7).
I created the Class Matters Challenge because I wanted to combine concepts and ideas introduced in three of my favorite challenges with a few added twists of my own. Personally, I’m not big on scoring so I wanted to keep the tabulation relatively simple. The class and motivation-based rules may make this challenge cumbersome for some but I hope you’ll give it a try and let me know what you think.
Please send questions, feedback or suggestions to SimsDivaD (SimsDivaD@gmail.com). You can also find me using the same handle on many Sims-related forums including theSims2.com, the TS2 Challenges Yahoo! Group, the Prosperity Challenge Yahoo! Group, The Sims Resource, and ModTheSims2.
Thursday, February 25, 2010
This is more a "method of playing" than any kind of points challenge, just so ya know. So here are the guidelines:
1) Start with one single Sim. Make him/her however you want to start out with.
2) Move your chosen founder into whichever house or lot you like (in whichever neighbourhood), as long as they can afford it without cheating. You can use a pre-built house, or build as you go. BUT - keep in mind the next point:
3) Buy a date from the Gypsy as soon as she appears on your lot. Spend as much or as little money as you like, but you must end up marrying the first person you get for your date! The only exception to this rule is if you get an elder, because they cannot have kids. Then you're allowed to buy another date, but only then. Don't whine at me if your date is ugly, them's the rules. LOL
4) Get a job and whatever you like to do with your beginning Sims, but work on your new relationship to get to the point of marrying them somehow along the way.
5) Have at least one natural child with your sim to carry on the challenge. You can have more, of course, if you like to do bigger familes, or if you like to have an heir and a spare. LOL
6) When the child(ren) get to the point of marrying, they must now buy a date from the gypsy and marry the first Sim to come along (again, unless it's an elder). They must then carry on with the having at least one, kid, etc.
7) You can hire as much help as you like as far as nannies, maids, gardeners, repairmen, etc., go.
8) Extra credit (LOL Like this is a point system!) goes to those who also manage to fullfill a Sim's Lifetime Want (for those with UNI or NL), because their is more challenge to that when you can't learn skills as fast as you can with reward objects, etc.
Various other things to the challenge that make this even more of a "challenge":
1) No aspiration reward objects allowed! That means no energizer, no learning cap, no nothing. I mean it. Nothing. Believe me, that first generation is the hardest - after that, at least you have money... LOL
2) You must play all chance cards. Yup. That's a hafta. Makes for interesting lives, believe me.
3) No cheating. No motherloding, kachinging, familyfunding, etc. They have to earn all their money on their own. You can use whatever things you can buy as you go, of course, and moveobjects on or other build cheats are allowed in unlimited quantities. LOL So, if you want to save your Sims a bit of time by building them Stealth Stairs, then that's just fine. They just can't get free cash. They also cannot get any help from the new NL cheats that will lock aspiration levels, need levels, change ages, etc.! Absolutely none! You hear? Don't complain at me, it's part of why this is a "challenge". LOL
Play to as many generations as you like or as your computer/game allows, or until you get tired of it. I'm working on three generations for my goal simply because after that time, I get bored of doing stuff over and over and I want a new thing to try.
The main idea is to play them having to do everything for themselves, just like real life. Those promotions are so much more rewarding when your Sim has really busted his virtual behind to get it! And also to get true variation in the game by having them marry the Sim the gypsy picks for them and seeing where the "gene pool" took them after that. :) And being as "The No-Aspiration-Rewards Challenge" sounded stupid, I called it "The Gypsy Challenge" instead.