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Test Subject
Original Poster
#1 Old 18th May 2019 at 3:12 PM
Default Repopulation Challenge
REPOPULATION CHALLENGE:
The year is 2165, and the world is all but destroyed after a huge multi-meteor disaster which unleashed a virus hidden within the rocks. Only a tiny percentage of people on planet Earth have survived. Four of them banded together to repopulate their small town that once bustled with life.

TOWNS:
Use any town that you like.
If you'd like the full effect, delete or build every building in your chosen town to look like scorched ruins.
You need to remove every rabbit hole from the town so that your sims cannot go to school or to work.

HOUSE:
Must be a basement with ladders to the outside world, not stairs.
Make sure the top of the ladder has a small room with a door, but that is all.
In the bunker, you must have at least two bathrooms, one kitchen, one mess hall (can be small to begin with but must be expanded as more sims are born), one study/classroom, two bedrooms (must add more as more sims are born), one gym room (can be small, does not need to be expanded).
Before the first child is born, you must make sure that there is a nursery containing at least one crib, one toy, one potty, one high chair, and one armchair.
Children and teens may share a room with siblings of the same gender.
Upon finding any stray animal or small collectible creature, you must build a room appropriate to the needs of this animal.

GAMEPLAY:
Once the very basics are built (no budget at all, but keep it realistic to the world they live in), set the family funds to 800 simoleons (200 for each sim).
You can choose to keep track of how much money each sim has made for theirself so that they can only decorate their room if they have their own funds.
Sims cannot go outside during daylight hours due to the extremely heated atmosphere.
Sims must cater to their own child's needs.
If the parents need the other couple to look after their child, they must give 15 simoleons to them (altogether), but this is only if you're keeping track.
Sims cannot use cars, and they must walk or bike everywhere.
Bikes must be replaced every 5 days due to the tyres melting.
Toddlers must be taught all three basics (potty, walking, and talking) in order to age up.
If the toddler hasn't learned walking, the aging up trait must be clumsy.
If the toddler hasn't learned talking, the aging up trait must be loner.
If the toddler hasn't learned potty, the aging up trait must be slob.
If all three of these traits need to be used, you may use cheats to change them.
Before aging up, a child must have at least one point in each of the following skills: logic, cooking, charisma.
If a child aged up with the loner trait, you may raise their charisma to level 3 as a child or level 5 as a teen to remove this trait.
Cheats may be used for this.
You may choose a trait for when the child becomes a teen and when the teen becomes a young adult.
If a teen teaches a toddler to potty, walk, or talk, they must have the family-oriented trait upon aging up.
This can be exchanged for nurturing if you have the Generations expansion pack.
There is no minimum or maximum number of children that a couple can have.
When each couple has had two children each, you must move a teen and a child into the household as siblings, survivors.
This provides more options for future generations.
If a sim is sick, roll a number generator from 1 - 25 each day for each survivor.
If you gain a number 13, it spread to another survivor.
If you gain a number 17, the survivor dies: Use cheats to age them up through old age and into death.
If you gain a number 23, the survivor is treated and free of sickness.

GENERATIONS:
Generation 1 - Cannot leave the house during the day or plant crops. This generation is purely to set up for the future, and no pets are allowed in this generation. Strays are mostly dead, but also repopulating the wild.
Generation 2 - Can be assigned certain jobs in the bunker. These can be: chef, cleaner, carer.
Generation 3 - Pets are now allowed. Teleport strays added to the household into the bunker. More jobs: teacher.
Generation 4 - Can go outside during the day for up to 5 hours per sim. More jobs: soldier, gatherer.
Generation 5 - Can go outside during the day. Can plant crops. Can build on other lots. More jobs: Builder, gardener.
Generation 6 - Can add essential rabbit holes: Hospital, town hall, fire station (if Ambitions expansion pack is owned). More jobs: Doctor.
Generation 7 - More rabbit holes: Grocery store, Bookstore, School. More jobs: Firefighter (if Ambitions expansion pack is owned), Repair Technician.
Generation 8 - Remaining rabbit holes may be added. Sims can get public careers outside of the bunker.
Generation 9 - The world is back to a habitable state. You have completed the challenge!

JOBS:
Chef - Must prepare at least two meals per day (breakfast at 7am, lunch at 12pm, dinner at 5pm).
Food must be at normal quality or above.
Cleaner - Must make all beds each morning.
Must clean all surfaces, plumbing, and electronics when needed.
Must wash dishes.
Must mop/pick up any mess.
Carer - Must ensure that toddlers age up with ideal abilities.
Must ensure that toddlers, children, and teens are satisfied before they leave their care.
Teacher - Must ensure that children and teens are capable of caring for themselves by the time they age up to young adult.
Must assign tasks for children and teens to complete in their own time each Friday afternoon (practice a skill, help someone in the bunker to clean/cook/etc.)
Soldier - Must go out in search of survivors.
Roll a number generator from 1 to 20 each Sim day.
If you gain a number 1, they found a toddler. You must roll again, keeping the toddler also.
If you gain a number 15, you found a teen.
If you gain a number 7, they found a child. You must roll again. Any other unlisted number means the child was alone.
If you gain a number 20, they found a young adult.
Any other number means they found no survivors.
OPTIONAL: Roll a number generator between 1 and 20.
If you gain a number 5, they found a small animal.
If you gain a number 7, they found a cat.
If you gain a number 13, they found a dog.
If you gain a number 17, they found a horse.
SMALL ANIMAL: Roll a number generator between 1 and 6.
1 - Lizard
2 - Snake
3 - Rodent
4 - Turtle
5 - Small Bird
6 - Large Bird
Gatherer - Must go out each day in search of plants, seeds, gems, rocks, beetles, and bugs.
Builder - Must build one house of any size within 2 sim weeks
OR
Must decorate, build, or rearrange rooms within the bunker to suit the needs of each survivor.
Gardener - Must grow fruit, vegetables, flowers, and trees.
Doctor - Must quarantine any sick survivor to their room until they feel better.
This may be done at random as the player wishes.
This must be done each time a survivor is sick with the Seasons expansion pack.
Firefighter - Must put out any fire on the lot.
Must put in preventative measures against fire (no carpets in kitchen, no broken appliances, etc.)
Repair Technician - Must fix all broken appliances.
May upgrade electronics, plumbing, etc.

AFTER:
You can now continue the game as normal, or you can come up with catastrophes of your own!
Please leave any suggestions for this challenge! I may even add them to the post!
Thank you for playing!
- Sarah Hobson
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Lab Assistant
#2 Old 20th May 2019 at 6:18 PM
Default Some clarifications?
This seems like it would be really difficult from a technical perspective, but it does seem like an interesting challenge.

I have some questions about several points of this challenge:
  1. I assume that there should be no other sims in the town at all, except the starting members of the bunker lot. Is that correct?
  2. When soldiers go out and find sims, do you create them in CAS using cheats?
  3. Do sims found by soldiers move into the bunker?
  4. This seems like it would run up against the household limits after a few generations, especially after soldiers start finding sims and pets. While there shouldn't be any other sims around taking up processing time, it still seems like the household will become chaotic, and possibly quite slow.

As for tracking each sim's individual money, you might want to look at this mod: Global Online Banking Mod by Digitalchaos, here on MTS.
Lab Assistant
#3 Old 25th May 2019 at 10:24 PM
First, let me say that I have been playing this challenge for the last few days.

I have some more thoughts/questions.

Usually, when I see challenges that involve raising children and teaching them skills, the idea is that in the base game, teaching them to walk and talk takes a fair amount of time.

Of course, using mods or cheats kind of invalidates the challenge, but what about store content? I have a couple of store items that let toddlers learn how to walk and talk on their own. Just pop them in, and direct the toddler to learn a skill. On top of that, while the toddler is learning the skill, their motives get replenished. They only start going down when the toddler is just sitting there doing nothing.

Aside from toddler related store content, what do you think about the different expansion packs? Can a sim in the bunker make a Plumbot from Into the Future, give them the Robonanny chip, and have the bot take care of his kids, and have that count as him taking care of the kids? What about magic or alchemy from Supernatural, or genies, from Showtime? These have a lot of potential to make life super easy for the sims. Genies can create instant meals or clean the entire house in a blink, and can easily repair broken stuff without spending the time to learn handiness. Fairies can repair stuff too, and can make gardening super productive and quick.

The challenge mentions that each sim needs to keep track of how much they have earned, but doesn't restrict how money is earned? Can sims have a blog? Who is left in the world to support it, and who in their right mind would send money to a blog after the apocalypse? Can sims earn money by writing books? What publisher still exists in the new dystopian world?

Money is super easy to come by in the sims (after initial scarcity), even without cheating. For example, sims can go out and scavenge at night, and pick up gems and metals. Are they allowed to send the metals off to be smelted? If so, they can fairly quickly save up enough money to buy a Carter's Display Case, and then start in on the art of transfiguration. I stopped doing that in my sims games after the first couple of games, because the sims can become ridiculously wealthy doing that, and unless my sims have some need to buy a new house, there is no need to them to accumulate 100,000+ in cash in a few days' time.

I do have some thoughts about buying/selling stuff in general, but that could be rationalized as converting the work of scavenged items being converted into some useful item.
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