#Richard E. Chastermen
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The Sims 3: Apocalypse Challenge (RULES).
This is not my challenge. All of this info can be found in: http://ts3ac.wikispaces.com/The%20Sims%203%20Apocalypse%20Challenge
Universal RulesThe following is a set of harsh restrictions the family must obey throughout the challenge. These rules are in effect for the entire challenge regardless of what restrictions you lift or what expansions you have.
Restrictions
A single sim may only lift one restriction in their lifetime with some notable exceptions. In our case Richard.
You cannot take any uncleared career unless you intend that Sim to lift that restriction (i.e. you are not attempting to bend the spirit of the rules). If your Sim has already lifted a restriction, they may take any career if that career's restriction has been lifted. If a sim is already attempting to lift a restriction, you cannot take that career (two sims cannot be attempting to lift the same restriction at the same time).
Note on optional methods to lift a restriction:
Hopelessness is automatically lifted when your sims lift their very first restriction, so the first successful sim will actually lift TWO restrictions.
There are other Optional Restrictions aside from the main 19 lifts required to win the game. These are not required to finish the challenge, but they unlock some powerful skilling objects and other rewards that not every player will be able to access. Therefore only one of these restrictions can be lifted per generation, but the sim lifting it may lift one of the regular restrictions as well.
If the career has 2 career paths, each attached to a different career and BOTH restrictions are still in place (ex: Forensics and Espionage; Symphonic and Rock Star), you MAY have 2 sims in that career.
If the restriction involves reaching the top of a career, your Sim is not considered to be attempting to lift that restriction until they have a job in that career (teen jobs do not count). You cannot, for example, decide that your Teen will lift Rock Star and prepare her guitar skill before joining the Music career.
Many restrictions offer more than one method for you to clear them and in most cases it is a job that corresponds to another Expansion Pack. Therefore, once you look in the paper and are offered a job, if there are alternate methods to clear the job, you may decline the method offered and use one of the alternative methods. For example - you look in the paper and get Music and you want to lift Entertainment. There are three other methods available other than Rock Star; Late Night Film Actor, Showtime Singer and Ambitions Stylist. You can decline the Base Game job in Music but must immediately walk to register for the career or to the Rabbit Hole and get the job that has the alternate method. You must do this immediately and cannot wait. This is job-based so even if Military isn't clear you are allowed to do this.
Sims who CAN lift restrictions (they all must live IN the household when they lift a restriction.)
The founder
The heirs - the sim born in the household who will carry on the bloodline.
Spares - progeny of the founder or heir, usually born after the next heir is born - who will not be allowed to marry and progress the blood line.
The spouse of the founder and of each heir after they have helped bring in the next generation.
Children of the heir or founder not born in the household, but brought in upon marriage of their mother
Children of the heir or founder that follow you home in the Time Machine
If a spouse dies, you may remarry.
If the old spouse died before bringing in the next generation, any career they completed does not count as a cleared restriction.
A spouse is anyone in your household that your founder or heir was at one point married to. Your current spouse is defined as the most recent of such. To be specific - if you get divorced, or the marriage is otherwise ended (for example a ghost killing his spouse and then bringing them back as a ghost), they are still your spouse for challenge purposes.
Only ONE spouse per generation may lift a restriction, regardless of how many spouses you marry.
You may not intentionally kill your spouse, unless they have lifted a restriction or they have become an elder (exception:Things That Go Bump human spouses if you intend to resurrect them as a ghost for breeding purposes). Bad spouse? Tough cookies sunshine, this is the Apocalypse, not kindergarten. :)
If they are married in BEFORE they turn teen they will be eligible to lift a restriction
These children can never carry on the blood line.
If something happens to the heir and you only have these married in bloodline children, you will lose the challenge. They can NOT act as spares.
If they arrive at your home BEFORE they turn teen they will be eligible to lift a restriction
These children can never carry on the blood line
If something happens to the heir and you only have these time machine children, you will lose the challenge. They can NOT act as spares
Game Options Settings
Life Span and Aging
Free Will
Seasons and Environment
General
At the beginning of your challenge, set your weather to 28 days of winter and disable spring, summer and fall
Sims may not use any igloos built on the ground, until Naturalist has been cleared.
You may not make snow angels or snowmen until Naturalist is clear.
Once you have Symphonic cleared, you may set your seasons to no less than 14 days of winter and no more than 14 days of spring per cycle.
Once Naturalist is cleared, you may set your seasons how ever you wish
Festivals
Going to Festivals is restricted by Military and Forensics.
You may NOT use the festival grounds as your Big Park. If your Neighborhood has no appropriate park that can be changed (See Set Up rules) you may choose any empty lot and create one yourself.
You are allowed to observe the holidays if your sim receives a day off for any of the seasonal festivals and you haven't cleared Master Thief yet, you do NOT have to quit your job because NO ONE in town is working that day.
Events at festivals will be restricted according to what they are - eating contests are restricted by Culinary, buying anything from booths, including getting your face painted, is restricted by Business, physical contests (water balloon fights, snowboarding competitions etc) are restricted by Athletic, and so on. If governing restrictions for an activity or interaction are not lifted, you may not do it.
You may not give gifts until Espionage is cleared.
You may not decorate for the holidays until Architect is cleared.
Set your age to the following on day one of the challenge. It should equal 90 days. If you have a non human apocalypse, see special age spans in Occult Set Up - unless you are using a mod to remove aging multipliers for occult sims - in that case stick with the default settings below.
Set aging as On at all times
Baby 2 days
Toddler 4 days
Child 10 days
Teen 14 days
Young Adult 22 days
Adult 23 days
Elder 15 days.
See the Pets expansion information to set pet aging
Witches & Witcher’s rules:
Sims may not use the Alchemy Station
Only Sims in the Fortune Teller career may give psychic readings
Sims may not purchase Elixirs (also restricted by Business)
Sims may not purchase Elixir Recipes (also restricted by Journalism and Business)
Sims may not purchase any of the brooms from the Buy menu
Sims may not ride brooms at the broom racing course
You may not purchase the broom racing course for your home lot
Witch sims may not be directed to use their wands
Once Paranormal is clear, any Elixirs purchased may be used regardless of other restrictions still in effect
Exception: Fountain of Youth Elixir.
Fountain of Youth Elixir can never be used on a sim living in the household. This restriction is never lifted.
Once Paranormal is clear the Fountain of Youth Elixir MAY be used on any NPC sim or on a married in sim on the DAY they are married in. (also restricted by Espionage)
As soon as you notice your witch sims playing around with their wands, you must cancel the action ... don't want them going blind or anything, or conjuring apples.
Exceptions:
If your young adult founder starts the challenge with LESS than 22 days.
You may have a floating 10 days with aging off if you need it because you would lose the challenge or want just a LITTLE more time.
Sometimes the game will randomly take those days away. You are allowed to turn aging off for the number of days that were deducted from your sim so they will have a full 22 days as a young adult. Alternately you can temporarily increase the number of days for YA so that your founder is 22 days from Adult. Once your founder has their adult birthday you can change it back to 22 days for Young Adult.
Use this with discretion.
Set free will at either Free Will High or Free Will Off. This is your setting for the entire challenge. No toggling back and forth.
If you decide to have free will on High, you may use mods to stop autonomous actions that are restricted.
Set your seasons according to directions under Seasons expansion rules.
Enable all Weather options.
Set your Lunar cycle according to personal preference.
You may turn off particle effects for weather to avoid lag, but you MUST enable fog, snow, rain, hail, etc.
If you do not own Supernatural or you choose to set your lunar to a particular Non-full mode constantly, choose one day of the week to be your Zombie Day (every week, on that day, zombies roam the streets in large droves rather than in the small groups that make general travel hazardous).
If you set your lunar cycle to rotate, days with the full moon are your Zombie Days.
Zombie days require you to be inside your house by 8pm; you cannot leave until 6am the next day. Note that this restriction is from Paranormal; if those restrictions are lifted, you no longer have to stay home at night on zombie days.
Set according to personal preference.
If you wish, you may opt out of the celebrity system for your house hold and turn off celebrities until such time you start the Film or Music careers.
Marriage
NOTE: The only way that you can add a new Sim to your household is through birth or marriage (ie the "marry" interaction to move in a spouse). You cannot ever use the "Move In" interaction, even on potential future spouses.
Married in spouses and clearing restrictions
The only exception is for glitches (for example, if you Marry your spouse and they do not get added to your household, you may ask them to Move In, or use the usual mods to force them into your household).
You may only marry in a sim who will be bringing in the next generation (provided they don't die before hand)
If the married in spouse has dependent children and no one to leave them with in their previous household, the children HAVE to come with the spouse.
Children who follow you home from adventures in the time machine are allowed to stay. It is automatic and you can't kick them out anyway. If they are a child or younger they are eligible to lift a restriction but can never become heir.
If a spouse dies, you may marry another spouse as long as they are going to bring in an heir or a spare.
Only ONE spouse per generation may lift a restriction.
Spares may not marry in a spouse.
Sims you can NOT marry at all
Who you CAN marry
Exception - succession
The heir dies without having any children so the spare then becomes the heir.
Service NPCs such as the maid, the repair man, the butler, the mail person, the social worker, bouncers, mixologists at bars or any other service type NPCs.
The Grim Reaper
Simbots
Paparazzi
Mummies
Zombies
Regular townies
Location Merchants may be married in as they are taken from the general townie population randomly for random amounts of time. One day they may be a location merchant at the consignment store, the next day they may be working as a Mausoleum Clerk.
Former paper boys and girls (unless they have grown up to be a service NPC)
Sims of differing Supernatural persuasions. See Supernatural Sims rules for clarification.
Imaginary Friends turned real.
If a sim who has topped out their career is moved in, that restriction category is immediately lifted upon the birth of the next heir or spare provided that sim is married to the current heir.
If their career has already been cleared, they may choose another category to lift.
Only ONE spouse per generation may lift restrictions, so if a second spouse has topped a career but the first spouse already lifted a restriction, then the second spouse's topped career will not count toward your clears.
Married in spouses and their inventories
NOTE: You are not REQUIRED to marry/move in the father of your heir/children. (Remember, your children must be BORN inside the household to make a lift.)
Any item that is currently restricted must be sold immediately upon the spouse moving into the household
You may sell the items in a just married in spouse's inventory regardless of other existing restrictions. This is part of their dowry.
Exception - Vehicles:
Exception - Books:
If your spouse comes into the household with any book, you may keep it if you have a bookcase. Yes, this includes skill books.
If your spouse comes into the household with a vehicle, you MAY keep it if you don't currently have a vehicle on the lot, or if governing restrictions have already been lifted.
The vehicle must be placed on a car parking space and kept there when sims are at home and not using it.
General Restrictions
If your family has broken any rule or restriction due to a rule change, you do not fail the challenge.
Objects that were allowed that are no longer allowed due to a rule change may be sold via buy mode without penalty.
If an object has no value, (such as newspapers, certain books, old homework or dirty dishes, or other 0 value objects), you may delete it, regardless of existing restrictions.
If you are playing with a mod that allows same sex reproduction, chose at the very start of the challenge (around Day 1) whether your heir or their spouse will be the ones acting as the carrier of the children. For the rest of the challenge you must stay consistent and do that for every generation.
If your sim gets a work or school opportunity pop up, they may not accept it unless its governing restrictions have been lifted OR it is an assignment to read a book, edit an article, or learn a recipe for their boss (if the recipe is supplied by the quest) or do something that is not restricted by existing restrictions.
Car parking spaces (and therefore cars) may ONLY be placed directly on the ground, because of the Athletic restrictions. You may freely carry cars once that is lifted.
Work assignments that are in the community are not restricted. Doctors that give immunizations during work hours, fire-fighters going to put out a fire etc. These are allowed.
#sims 3 challenge#apocalypse challenge#lol this is huge#u know what im gonna do separate post about it#cuz i really need the rules#Richard E. Chastermen
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The Sims 3: Apocalypse Challenge (STORY AND STATS).
This is not my challenge. All of this info can be found in: http://ts3ac.wikispaces.com/The%20Sims%203%20Apocalypse%20Challenge
The Story
For weeks, the powers that be in Twinbrook tried to cover up what the city's sewer system had done to the swamp. The original and very corrupt city planners, trying to cut corners and redirect funds into their own pockets, had skimped on building a proper water reclamation plant and just diverted all sewage to drain into the swamp. Over the years, sims taking baths and washing dishes resulted in massive amounts of soap being dumped into this delicate ecosystem. The ground and water became saturated with it. Ecological disaster that this was all on its own, it exacerbated the natural processes brewing under the wetlands. All the composting debris of raw sewage, old foliage and fish from the distant past caused an excess of methane and other volatile swamp gasses to accumulate right under all this pollution.
This would have not been a problem except for the soap residue that saturated the area making it impossible for this miasma of toxins to dissipate gradually into the atmosphere. One day, these gases broke to the surface in an immense bubble. Like all bubbles, once it got too big, it burst in a violent eruption. The concussive shock that was generated destroyed the nuclear power plants in the region, causing a cascading melt down that leaked tons of radiation into the countryside. This conflagration destroyed the entire region, sending Similization as we know it back to the dark ages and leaving the ground scorched and barren. Nearly all life for thousands of miles was wiped out.
You have been lucky. You managed to escape the cataclysm because you were out of the region at the time. When you returned home, the Green Cross at the airport suggested you make your way to the nearest area where relief efforts were underway if you wanted to return to what was once your home. You don't know how you managed it, but you wandered until you found this sheltered, if desolate place, where civilization in the region can rebuild itself. If you are strong enough, if you are committed enough, you can lead the efforts. You and your family ...
Father founder: Richard E. Chastermen.
Advantages and Handcaps.:
Get Off My Lawn (10 point handicap):
The founder begins as an Adult rather than a Young Adult.
Occult Type.: Witch(er).
Incompatible with Werewolfs, Genies, Vampire, or Faries and Anagathic Supply.
Blood Purity (10 point handicap).
You may marry or breed only with occults that match the type of your founder.
None of your playable Sims may Turn mundane humans in order to meet this handicap (non-playable Sims may, of course - you can't control that).
Likewise, you may not use Elixirs to transform your desired mate, or otherwise alter the occult type of your desired mate. If you marry a spouse that is already an Adult, you must immediately use birthday cake to age them to Elder.
Throw Party interaction will show you which of your acquaintances are Adults or Young Adults, though you must cancel without actually throwing the party until you have unlocked the ability to do this.
Requires either Vampires, Genies, Witches, Werewolfs, or Faries. (But we will be using a Witcher).
Bewitched: (Requires Supernatural EP, -5 point advantage) WITCHES
Your founder and all heirs must be Witches. Lifespans are set to 22 days Young Adult, 23 days Adult, 15 days Elder.
Rite of Passage: (5 point handicap)
In order to prove their worthiness as heir, before your sim can marry they must have made at least 4 good friends not including their future spouse. Not compatible with It's Hopeless
Trust No One: (5 point handicap)
Only good friends and romantic interests can be invited over to your home lot.
Only best friends and steady partners can ever be let in your house.
This restriction cannot be lifted.
Ranked chess opponents are an exception to this, but you must play outside and have to send them away immediately after if you don't know them well enough.
Ungrateful Life: (15 point handicap)
You may not buy any lifetime rewards at all, ever.
Doesn't apply to Forty Thieves and their Dusty Old Lamps.
Doesn't apply to The Siren's Call and Mermadic Kelp for the founder.
Heavily Guarded: (-5 points advantage)
The local militia is very vigilant, providing longer safe hours for being outside.
Your sims can stay outside 2 hours longer than usual.
Adults from 6AM to 9PM
Teens 8AM to 5PM
Zombie Days you must be inside between 10PM and 6AM
The Eyes Have It: (5 point handicap)
All heirs must have the same eye color as the founder. It should be unique in your world and not used by premade townies.
You may substitute hair or skin color, but you must chose which will be identifying physical trait to pass down before you start the challenge.
When creating your founder make sure to use a distinct color such as yellow eyes, purple skin or blue hair to make it easy to identify.
Skin color may be difficult as they may 'blend'. It is good to use a skin color you can easily recognize in any shade possible (like the multicolored "berry" skin, other oddly colored skins or a custom skin you can easily tell apart).
Incompatible with Green Revolution.
Please, note that it is the actual skin type that needs to be inherited, not the exact color. If you choose a multicolored skin, it doesn't matter if the heir is blue, green or yellow. Everything counts as long as it is a part of the multicolored skin your founder is using.
You will define your sims Network at the beginning of the challenge. Your Network will be the only lots you can visit until Military restrictions are lifted. It shall be comprised of the following lots:
3 neighbors ( Moonlight Falls , Twinbrook & Bridgeport .)
1 Rabbit hole (City Hall)
1 Big park (you may NOT choose Festival Grounds or the Performance Park as your big park)
1 Non-park Community lot. ( Beach )
Choose Your Apocalypse Lot
Choose the largest, empty, residential lot between 40x40 and 64x64 in size that is available in your world.
If you have trouble with lag, you may take the largest lot size that doesn't bog your game down.
If you took Cramped Much? handicap, place down (or choose premade) 10x10 lot to start with.
Once you plant your founder on your lot, you may not move them to any other lot in the neighborhood.
64x64 lots already cost $8192 Simoleons, leaving you with $8308 simoleons.
If you choose a smaller lot, you must reduce your sims available funds immediately to $8308 simoleons
You can use the testingcheatsenabled true then familyfunds <familyname> 8308 cheats to do this easily.
Alternately, you may determine how much you need to reduce your family funds by, and then purchase goods from the buy menu until you only have $8308 simoleons left. Put these goods into your family inventory box in buy mode and never touch them again.
For anyone wanting to start your Tournament Founder on a pre-made lot w/house already built you do NOT get $8,308 as your leftover money after you buy. You will need to buy your house and then do this equation: 8308 - (lot w/house price - lot size price) = how much money you have left for books and other building/buying. EXAMPLE: I buy a pre-made house on a 10x10 lot. The price is $4,599 and the 10x10 lot costs $200. 8308-(4599-200)=3909. I would then familyfunds my founder to have 3909 simoleons.
You must do this BEFORE you go buy your books or add anything to your lot/house.
Make sure the lot you are moving your founder in to has no trees, shrubs, flowers or other decorations, and the ground is painted with a dirt or sand texture.
Create Your Sim
Choose your occult restriction. (Witcher). See this page for details.
By default, with no game start advantages or handicaps, you will use the following rules:
Your founder will start as a Young Adult of whichever gender you choose.
You can choose your founder's starting lift freely.
Your founder does not go to University unless you take Higher Education advantage.
Create a Sim in CAS.
Move your founder Sim to the Apocalypse Lot.
See above - by default, your Sim will be a young adult (unless you take Get Off My Lawn handicap, in which case your founder starts as an Adult) male or female, life state according to your chosen occult restriction.
Your Sim may have any Life Time Wish you want and have any traits you want (unless you take Nobody's Perfect handicap, in which case certain traits are off-limits). You are not limited on how they look (unless you take The Eyes Have It handicap) or what they wear.
If you choose to create a supernatural sim, refer to the specific Supernatural Sims rules for any game play considerations concerning your founder and their family.
Find a Job
By default you may choose any of the base 19 lifts for your founder to pursue.
If you chose I'm sorry, you're overqualified handicap, you are required to choose your founder's starting lift at random from the list below:
If you chose to send your founder to University, choose your career first. Then you can choose your major to fit that job. You have to first finish your University time before you can actually take the job.
Generate a number between 1 and 6 with an online number generator or a 6 sided (square) die.
Random.org is an easy online random number generator to use.
Choose your career from one of the three (or four) options available on the result you rolled.
The List:
Roll of 1: Architect / Athletic / Business
Roll of 2: Communications / Criminal / Culinary
Roll of 3: Education / Entertainment / Espionage
Roll of 4: Forensics / Journalism / Master Thief
Roll of 5: Medical / Military / Naturalist
Roll of 6: Paranormal / Politics / Science / Symphonic
After you choose your starting lift, you must immediately walk to register for the career required for your lift. You can do it regardless of other restrictions in place. If there are more ways to clear your restriction, you can choose any one of them.
Furnish your house
You are, in general, limited to a buy item cost of $1000 simoleons or less for any item you purchase.
Go to the Book Store and purchase at least 3 skill books (ONLY skill books allowed). You are REQUIRED to purchase at least 3 books at the beginning of the challenge!
You are allowed to purchase a single Sloppy Jalopy.
As some items within the allowed price range are not allowed for various reasons, refer to the Buy and Build item restrictions.
If you are sending your sim to University, refer to the University Life rules about buying books.
This will be the ONLY time you are allowed to go out in the neighborhood and go shopping until you have lifted relevant restrictions.
You may buy as many of the toddler skill books and any of the adult skill books you want. (Note that the "Jimmy Sprockett" books are not skill books.)
You are highly encouraged to purchase the Gardening books as they are the only way to learn Gardening if you cannot go to the library.
You may visit the Consignment Store to buy skill books (ONLY skill books allowed). You may visit both the Consignment Store and the Book Store on the first day of the challenge, if desired, but you must purchase a minimum of 3 books total.
You must place a car parking space on the ground within your 8x8 area and keep your car placed on that space when ever you are at home with it.
If you own the Classically Cool Fixer Upper from the store you may purchase this instead of the Sloppy Jalopy. Refer to Store Content in Science for restrictions concerning this car.
It's time to start your Apocalypse Challenge!!
#sims 3 challenge#sims 3 Challenge apocalypse#sims 3 gameplay#sims 3 story#Richard E. Chastermen#apocalypse challenge
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The Sims 3: Apocalypse Challenge (ENDING REQUIREMENTS).
This is not my challenge. All of this info can be found in: http://ts3ac.wikispaces.com/The%20Sims%203%20Apocalypse%20Challenge
An "Ending Requirement" is a final task you have to complete before your challenge is officially over and awards no points. You must only complete one from the list. Choose wisely! Of course, you can 'work' on more than one...
Richard is from the get go a ... odd guy. He is very in love with his family, but he takes it to the extreme, and through the development of the character, he i’ll be changing more to the pont where he chooses either:
"Never Go Against The Family" During the course of the challenge, 20 non playable Sims not of the bloodline must die on your home lot.
"Thus Spake Zarathrustra" Your bloodline must contain two “Superman” sims - one male and one female sim - that have mastered 8 or more skills These two sims must be alive at the end of the Challenge.
You can revive them if necessary.
They don't have to live on your lot.
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