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Doing all the things, and *mostly* not failing.
retired moderator
Original Poster
#1026 Old 2nd Jul 2020 at 4:17 PM
Quote:
Originally Posted by FlinkeMeisje
As a matter of fact, when I play the ApocaBorg's version again, I think I'll actually use some of the restriction mods, just to make it easier. The ones that correspond closely, or exactly, such as Medical and Culinary, would do well, and I just LOVE how the Criminal one takes all the math off my shoulders. Did I mention I love this, and you did a great job? Really, the only reason I want to do the ApocaBorg version again is because I want to try the different lifts in a different order.

But then again, there's nothing stopping me from doing that with all of your mods and rules, is there? That is to say, I could CHOOSE to lift them in any order, and not worry about the Tiers, can't I? Or is the Tier-ness hard-coded into the mods? If they actually can be done in any order, I will do my next apocalypse (Still gonna finish my current one, thanks), as if it were ApocaBorg, with the free order, but keeping all of your mods and YOUR restrictions, that actually make SO MUCH more sense. It will be a sort of Phaenoh-Borg rules set. Haha!


The 'tier-ness' is not hard-coded into the mods, but some of them do expect the ones behind to still be in place and the ones in front to be lifted. So you might get a few weirdness if you lift outta order, but nothing that is story-ruining I don't think. Give it a try and let us know how it goes!
Instructor
#1027 Old 4th Jul 2020 at 3:50 AM
Welp! I've been playing off and on for months and STILL have not made it out of Tier 1. Though enjoyable, it's been super slow playing rotation style. (Also real life/COVID-19 has not given me much free time.) Only military has been lifted, and that's only because Buzz started at level 9! (He was demoted right before the disaster.)

Buzz eventually died from food poisoning. He was such an a-hole to everyone, storywise I believe someone poisoned him deliberately (most likely Ripp or Crystal Vu, his two most hated enemies).

Circe died of the flu - she was utterly miserable so it was probably welcome. Once she died, Erin married Buzz and had a son (though it's questionable if the father is actually Ripp). Erin is level 8 in Culinary, needs 1 more logic point, but is 2 days away from elderhood.

Pascal was fired from all three Tier 1 careers, as well as Science. So he has been pretty useless and taking up valuable resources the second half of his life. He and Bella Goth had a son before he became an elder. He died soon after and because he was unselectable, I'm not sure why. He might have had a very short lifespan because he grew up badly, or it may have been starvation.

Bella is on track to lift medical. She is a Specialist (I forget what level that is) and is still pretty young. And now that she's single again, she is enjoying her romance aspiration.

Vidcund is on track to lift science (I felt storywise, he could stay in that career even though it's Tier 2). He is level 8 and maxed out on the needed skills, but only has a couple days left to elderhood.

Everyone else is just living the best they can.
Top Secret Researcher
#1028 Old 5th Jul 2020 at 10:37 PM
I might include this by merging it with my TOT challenge starting it with the sims crossing the Atlantic to settle in the New World as colonial settlers in the 16th century to start new lives away from the upheaval going on in Europe in the aftermath of fighting off the Turkish invasions that started in the later part of the 15th century and were still going on as the 16th century started.I'd use THIS hack to remove school for children and kids as it wouldn't even exist in 16th or 17th century colonial North America.I'll also have seasonal buying restrictions like supplies didn't get shipped in the winter and restict water with a fetching water required for using sinks or showers.
Test Subject
#1029 Old 14th Jul 2020 at 7:17 PM
Quote:
Originally Posted by TadOlson
I might include this by merging it with my TOT challenge starting it with the sims crossing the Atlantic to settle in the New World as colonial settlers in the 16th century to start new lives away from the upheaval going on in Europe in the aftermath of fighting off the Turkish invasions that started in the later part of the 15th century and were still going on as the 16th century started.I'd use THIS hack to remove school for children and kids as it wouldn't even exist in 16th or 17th century colonial North America.I'll also have seasonal buying restrictions like supplies didn't get shipped in the winter and restict water with a fetching water required for using sinks or showers.


Are we allowed to refer to other websites, here? Because there is a cooool mod/hack that allows sims to fetch water, and have a family reservoir of water, and water is required for baths and showers and stuff, and it's coooooool:

http://www.medievalsims.com/forums/...?p=96087#p96087
See also:
http://www.medievalsims.com/forums/...hp?f=101&t=9514


I like having them, "dig for treasure," and "discover a natural spring," which they harness somehow with a rock or something, and go there and get their water. I place a barrel or some such, to show that they are collecting it, and I use OMSP, to put a kettle on the grill, for them to heat the water for use. Alternately, they can "melt the snow," that way, too. Whatever works for your story.


So, I still am enjoying the regular Tiered version, but I have the attention span of a toddler, so I'm also starting a "Space Colony," where they use your mods, and ApocaBorg/Pinstar's rules about lifting in any order you want, and I'll let you know how that goes. I'm going to have to make community lots for ALL the "Aspects of Building a Society," for them to get the jobs. My rule is that they go to the lot for the job they want, and use the Jobs Board there. And yeah, if they worked hard and earned those skill points and friends, they are allowed to start at a higher level. I cheated my founder down to level 1, in my Tiered version, and let's just say I am REALLY glad that he brought home Elixir of Life. This time, I'm aiming for a Paranormal lift, first, because I HATE ghost hauntings. HATE THEM. And if you don't do it first, you have to wait until Education and Law and Military are all lifted, to send kids to college, so ugh.

Anyway, still having LOADS of fun with this! Thank you! Hopefully, my neighborhoods won't explode. Again. AGain. AGAIN. Sigh. I have bad luck with exploding neighborhoods. I actually had one explode on Day 1.

I've been reading a bunch of other people's apocalypses. It's interesting. I get reminded of things I had forgotten, learn things I never knew, and get to share my own knowledge with others. For example - before Culinary is lifted, assign a fenced-in area to store your left-overs, so that you have emergency food supplies. Even neatnik uncontrollable elders will eat them, if you wait until they are hungry enough, and place just one plate before them. Although, the best way to feed uncontrollable elders is to actually call them to a meal. Twice. Make sure they are full, even if they get fat from overeating.

I love lifting Service Pet first, too. But then again, if you lift Security Pet first, then you have a chance of replacing the cheap beds BEFORE anyone dies to get upset about it. I try to adopt TWO animals, and have them race for the lift, because of the stupid chance cards. I can't even look up results, so I know the safest choice. Pescado refused to do it, because "There's no point in even doing the chance cards, because the rewards are piddling," and nobody else seems to have made a list for them, either. Or my Google-Fu is just crap.
Top Secret Researcher
#1030 Old 15th Jul 2020 at 5:56 PM
I've got all kinds of content from that site linked above and my sims will have to fetch water from wells in my own apocalypse challenge becuase mine starts with the ending days of the combined European forces trying to set all of Europe free from the Turkish invasions when the war was abruptly ended after crops began failing all over Europe following the Eruption of a volcano known as Krakatoa in Asia two years earlier and it was in 1520 that the crop failures began to cause an economic collapse with widespread poverty and famine.The senario is that they started sending couples over to the New World to establish colonies.I'll have the normal game jobs restricted though sims can garden even if the growing season is shortened and winters are colder.My restiction on travel to community lots is that they won't want to travel after sundown because of the risks of being attacked by wild animals at night like black bears,Eastern cougars,and sometimes wolves if they are rabid.
Test Subject
#1031 Old 29th Jul 2020 at 11:43 PM
Quote:
Originally Posted by TadOlson
I've got all kinds of content from that site linked above and my sims will have to fetch water from wells in my own apocalypse challenge becuase mine starts with the ending days of the combined European forces trying to set all of Europe free from the Turkish invasions when the war was abruptly ended after crops began failing all over Europe following the Eruption of a volcano known as Krakatoa in Asia two years earlier and it was in 1520 that the crop failures began to cause an economic collapse with widespread poverty and famine.The senario is that they started sending couples over to the New World to establish colonies.I'll have the normal game jobs restricted though sims can garden even if the growing season is shortened and winters are colder.My restiction on travel to community lots is that they won't want to travel after sundown because of the risks of being attacked by wild animals at night like black bears,Eastern cougars,and sometimes wolves if they are rabid.


Oh, lovely! I Love how people writing this challenge aren't just rules-lawyering, but actually story-telling, and making tweaks (harder or easier), individually to fit their own stories.

I had a burglar come and steal a bookcase, and now my permaplat, career-finished sim is writing "novels" of cookbooks, lifelong happiness, anger management, and the like. It's sort of necessary, though, because for some reason, while the normal skills, cooking, cleaning, and mechanical, are fine, the Freetime skills SEEM like they are available, but I always, ALWAYS get the jump bug, as soon as they take the book out of the bookcase. So, he'll write them, as novels, but they won't be effective, until some mysterious thing in town is fixed.

Is it Journalism, or Education restrictions, perhaps? I don't know. Maybe, those skills were just an urban legend, in the first place. I could play another neighborhood, with the apocalypse rules removed, and see if that fixes it. I did try replacing the bookshelf, and the same thing happened, so I'm figuring that it's a restriction. And I am totally cool with that.

I'll play test, on their next trip to the community lots, if they can read those skill books there, because I built the lots with unrestricted bookcases.

My founder's wife (Yes, I started a brand new game, because I'm loony) is thiiiiis close to lifting Medical. So for now, I'm using the Container Living lot, re-zoned for community, for the Modular Medical Mission, with two treatment beds and one surgical bed, and when she lifts it, she's going to add "breeding stations," a.k.a. the mirror-less closets, strictly for use for Try For Baby. It is a community resource, after all. I used the same lot for the Ration Station, for Culinary, so it has a restaurant in one container, the grocery store in another, and upstairs is the "cannery," along with a bookcase, sofa, chess set, and a couple of violins, and an easel, so they can practice their creativity, including presentation. It's not just about new ways to cook the food, or new flavor combinations. Presentation matters, too.

So, with this save, and the old save, where I swapped Athletic and Architecture (I'm going strictly according to Phaenoh's Tiers, this time), and the other game I'm setting up, with the Space Colonists Building Aspects of Society (Phaenoh's rules set, but no standard order), I'll be living an apocalyptic sim-life for a LOOONG time. And loving every minute of it. I enjoy variety, and I keep learning new things. Like, you can snooze in an easy chair! A regular living room chair! Who knew? I didn't! When I've completed one, I'll post a link to the stories here.
Top Secret Researcher
#1032 Old 30th Jul 2020 at 6:06 AM Last edited by TadOlson : 1st Aug 2020 at 1:56 PM.
I'm not puttting all of the restrictions in place though the hours in which sims in my colony can safely go out will be restircted to daylight hours because they are at risk of attacks from wild animals at night like bear attacks,cougar attacks or wolves attaacking if they've got rabies.They can also die from being bitten by poisnous snakes or from a spider bite.My sims are starting over in a new colony and have to build it up so restrictions are done differently and some things won't get restricted though I can direct elders to make mistakes and even have sims who've gotten pregnant make mistakes like throwing food out instead of putting it away.I'll hack the burglars out since that's unlikley to happen in mine with the fact that mine is taking place in the exploration and colonization in the 16th century and they're settling in the new world to start a colony.It's going to start with them being able to garden,mine,refine and smelt metals,do metalsmithing,wood working,weaving.making cloth,farming,making candles,butchering and even making wines.The service jobs open up first along with part-time jobs and some full time ones unlock forst though school is locked for a long time and high school isn't even on the radar because school is to be unlocked first.
Test Subject
#1033 Old 31st Jul 2020 at 3:15 PM
Quote:
Originally Posted by TadOlson
I'm not puttting all of the restrictions in place though the hours in which sims in my colony can safely go out will be restircted to daylight hours because they are at risk of attacks from wild animals at night like bear attacks,cougar attacks or wolves attaacking if they've got rabies.They can also die from being bitten by poisnous snakes or from a spider bite.My sims are starting over in a new colony and have to build it up so restrictions are done differently and some things won't get restricted though I can direct elders to make mistakes and even have sims who've gotten pregnant make mistakes like thouwing food out instead of putting it away.I'll hack the burglars out since that's unlikley to happen in mine with the fact that mine is taking place in the exploration and colonization in the 16th century and they're settling in the new world to start a colony.It's going to start with them being able to garden,mine,refine and smelt metals,do metalsmithing,wood working,weaving.making cloth,farming,making candles,butchering and even making wines.The service jobs open up first along with part-time jobs and some full time ones unlock forst though school is locked for a long time and high school isn't even on the radar because school is to be unlocked first.



Wow! That sounds awesome!

So, I was reading an attempt at this, https://legendezombieapocalypse.blo...apocalypse.html, and saw that they were using Pescado's Zombie Apocalypse and Fight Club, and OF COURSE, because I AM SO SMART , I decided I needed to start YET ANOTHER VERSION of this apocalypse. So now, I have to swap out the save files EVERY SINGLE TIME I LOAD THE GAME, so that I keep the downloads right, and I am now working on (counts on fingers) seven? Yeah, I think I'm doing seven different apocalypses now, three of them in space. And ONE game that is not actually an apocalypse, but is a "Courtesan" challenge, where my lovely lady has to first do 50 First Dates, then 50 Dream Dates, then woohoo with 20 different sims (each time getting pregnant, and raising the children up to at least one week of teen before they can go to college), and if she hasn't done it, yet, by then, manage to get 20 Simultaneous Lovers. It's fun, for a non-restricted, non-apocalypse game.

My latest idea, that woke me up to actually get started, and download the fight club and zombie apocalypse, is this: Hoplessness Zombie Fight Club Apocalypse Challenge.

My rules: My founder may NOT lift Hopelessness. She'll have to be a single Mom, and if she manages to get to level 9 of any career, she has to quit. Because she's cursed. Her descendants may lift restrictions, but not Hopelessness. They will all have to be single parents, or "maiden uncles," who may never marry or move-in a lover. It will last much longer without spouse lifts, but on the other hand, they can start breeding early. Since I have Fight Club installed, I'm adding an extra rule: If you sim has won at least 10 fights, and has won more fights than she has lost, she may 1) strong-arm a nanny into taking care of the children, and 2) visit community lots alone. Also, because I was partly inspired for this by Phaenoh's Military Outpost, which included Athletic rewards and workout machines, instead of only military obstacle courses, I am including Athletic in Tier 1, with this explanation: They are BOTH combat-oriented careers, two branches of the same Warrior career. Military is Ranged weapons (Shooters from SimWardrobe), and Athletic (Boxing!) is Melee (ModTheSims has a functional sword!). You must be level 3 in a career before you get access to its armory (must have some training), but then you can buy the weapon for yourself, at home, or you can grab the weapon to use it on a zombie, if it is present on a community lot. I figure that until Tier 3, the only "Sports" will be Boxing or Fencing, and culture will have to progress a bit before we come up with less violent games, like football and rugby. I want the Tier 1 Athletic lift, again because how can you build a fancy home with Architecture, if you can't shift a sofa, and 2), seeing it in the Military Outpost just made so much sense! But this also means that Tier 1 has FOUR human lifts, plus the pet lift. And I'm going to stick with the Tier system for community growth and story-telling.

For probably the first time, ever, I am going to purposely make a mean founder.

Oh, and as a point of interests, Phaenoh's Military Outpost has a "mess hall," with a chef's stove, which actually spawned a chef, but without a podium to get a host and server, it was useless. However, a military base WOULD have some sort of mess hall to feed the soldiers, so I'm going to change it to a cafeteria stove, next time I use it. Although now, with the use of swordfighting, I am thinking that a slightly medieval look may be required for my "Oops! The world blew up and we are starting over with low-tech" military ouotpost, so I'll probably wind up just making a new one. Or else gutting the one that is already built, and adding new stuff? I think I actually want watch towers with "guards" (statues) on top, and alarm bells to ring, so yeah, I'll probably build new, but I'm definitely inspired by Phaenoh's, so I'll use that as a basis. I'll also add target practice with axes (I have the crate of axes, for killing zombies), and maybe I'll even add a log roll, to train balance. So, yeah, a more medieval look for the military post, at least.

I'm so stoked! Seriously, I do swap between these files, so eventually, they'll get done. Or explode. Anyway... Off to spend 20 minutes loading up my game!
Top Secret Researcher
#1034 Old 1st Aug 2020 at 2:04 PM
I've got to set up my town for my apocalypse challenge and set the seasons to start with spring and have the first couple created so they can be moved in when the town is ready for them.They won't have fresh food until they've grown some crops in their garden and they also have to get their house built before their first winter arrives and spend that first winter alone in the community until at least the following spring when another couple arrives and becomes new settlers in the new colony in the 16th century in what was know back then as the new world and is now known as North America.Most of the first settlers in the colony will either be working in trades.crafts or as farmers.
Field Researcher
#1035 Old 15th Aug 2020 at 3:34 AM
Test Subject
#1036 Old 15th Aug 2020 at 8:52 AM
I've just started up a new Apocalypse hood, and my founder managed to lift the medical restrictions- but when I deleted the mod, I still couldn't access baths, showers etc. Has anyone else had this issue, and how did you guys get around it?
Top Secret Researcher
#1037 Old 15th Aug 2020 at 3:38 PM
I will be getting around it by requiring my sims to fetch water from wells for plumbing as I've got a Mod that makes that a requirement unless I use the override object which is allowed with getting a well pump or having a waterworks to allow running water to become available.My colony won't have running water for most of it's early years except for community lots getting it though installing pumps powered by wind.
Instructor
#1038 Old 14th Sep 2020 at 7:51 AM
I just revived my game and want to give this a whirl again - Phaenoh, I usually play with your revamped majors mod, which requires a degree for the Education career, so you can see how that would get things stuck in a loop in Tier 2 -- would it be fair to add that one from the job notice board, or just take out the mod? (or have one teen qualify for some imaginary "rescue grant" to be allowed to go to university) I kind of like that almost all of the tier 2 careers would require Uni degrees, it adds more challenge to the strategy.
Top Secret Researcher
#1039 Old 14th Sep 2020 at 4:46 PM
@katelina522 - I'd not have the revamped majors in my game for this and would put a wasteland default replacement for the EA jobs in instead of hard locking them though there would be a soft lock in place for most though education would be hard locked to disable children and kids attending school as mine is set in the 16th century and my triggering scenario was that Europe was facing famine from crop failures and an economic collapse because of disrupted weather caused by a volcanic eruption.Mine involved settlers crossing the Atlantic to the New World in 1520 to establish a new colony over in what would be in Maine today at least a few hundred years before it would be know by that name.I would only allow higher education once school is unlocked and been around with more students staying in as older kids.I'd unlock school for children first and have the older kids on school vacations and later open it up for them to get schooling and that eventually opens up higher education when there's enough of them continuing in school to make a campus worthwhile to open up.
I also have using sinks for sponge bathes and taking showers or bathes tied to water having to be fetched from wells or pumps and stored to use sinks,showers or bath tubs.I have a requirement for a sim to max out logic to be able to home school their own children and it's for each household.Most children in the earlier stages of the challenge will be working or helping on the family farm as mine does allow farming or trades and vocations right from the start and community lots can be visited in daylight hours to work at the local workshop.Groceries will be mostly preserved foods like dried or canned in jars.Fresh foods come available once farms are producing though only seasonally and everything is preserved in the winter once fresh supplies run out.
Lab Assistant
#1040 Old 22nd Feb 2021 at 12:34 PM
After long enough thinking about trying this challenge, I finally decided to give it a try. There are still some rules I'm confused about, I hope I don't do anything wrong...

For now I only played the 2 first days (I'm doing the adult start). I could only build 2 points of Cooking, Mechanical and Cleaning... And the 3 items I picked are the computer, an Energy 3 double bed and a Smart Milk. Then I created a zombie couple and built a small abandoned-looking house for them. (I guess I don't have to play this household in the rotation, right?)

I'm about to build the 3 community lots now. I'm honestly worried that my sim will starve to death with just 1 meal a day. I just... can't imagine. And if I understood correctly, I can only go out once a week to these 3 starting lots (and a different one each week), so I can't rely on the food bank to eat.

Well, let's see how it goes. I'll update when I start the actual apocalypse gameplay.
Top Secret Researcher
#1041 Old 22nd Feb 2021 at 12:54 PM
@Borja20 -I'm playing this by modified rules since mine is based on the 16th century in Europe being a time when they were recovering from the Turkish wars and struggling with famine,crop failures and economic collapse while my town is a colony started in 1520 called Riverdale in the new world in the area of what would be Maine in modern times.I had to modify some rules like the crops not growing was mostly in Europe because of their weather being disrupted by volcanic ash after an eruption brough the was against the Turks to an early end.I will be starting with my founder couple and adding a new couple each spring or at least rolling to see if that happens and townies get played though a little more passively.
Lab Assistant
#1042 Old 22nd Feb 2021 at 1:34 PM
Interesting idea. 2 new Sims every year? Seems like your hood will grow up really fast. I'll go with the typical zombie apocalypse theme and I'm planning to not have a lot of households since it will be my first time playing rotation. And it's my 2nd challenge so far so I don't want to make it more complicated.
Top Secret Researcher
#1043 Old 23rd Feb 2021 at 3:19 AM
I've got 40 day long years and it's only roll for a new couple each year until there's at least a few then it slows down for a while though population still grows with couples having babies and raising children as farmers,fishers and crafters.School gets unlocked over time and jobs eventually become available.I'm playing mine as a colony being settled in the new world during the 16th century era of exploration and colonization in the new world.
Mad Poster
#1044 Old 23rd Feb 2021 at 5:34 AM
Quote:
Originally Posted by Borja20
After long enough thinking about trying this challenge, I finally decided to give it a try. There are still some rules I'm confused about, I hope I don't do anything wrong...

For now I only played the 2 first days (I'm doing the adult start). I could only build 2 points of Cooking, Mechanical and Cleaning... And the 3 items I picked are the computer, an Energy 3 double bed and a Smart Milk. Then I created a zombie couple and built a small abandoned-looking house for them. (I guess I don't have to play this household in the rotation, right?)

I'm about to build the 3 community lots now. I'm honestly worried that my sim will starve to death with just 1 meal a day. I just... can't imagine. And if I understood correctly, I can only go out once a week to these 3 starting lots (and a different one each week), so I can't rely on the food bank to eat.

Well, let's see how it goes. I'll update when I start the actual apocalypse gameplay.


Use serve instant meal. It puts out six servings, and they take twelve hours to go bad. Four will fill your sim from red to full hunger, unless she's pregnant, and sims who are hungry enough will be fed meals at work, too. You can also make your sim eat (drink) spoiled food, as food poisoning is better than starvation.

Having learned physiology will slow hunger decay also, so you can add that to the 'to do' list.

(I have played so many apocalypses that I now do silly things like having three kids in the first generation without unlocking Culinary.)

Pics from my game: Sunbee's Simblr Sunbee's Livejournal
"English is a marvelous edged weapon if you know how to wield it." C.J. Cherryh
Top Secret Researcher
#1045 Old 23rd Feb 2021 at 7:26 PM
I've got the Simlogical perma fridge patch in and a no autonomous fridge patch to stop them from taking snacks out instead of cooking a proper meal and I'm starting out with one couple at a time and my sims are required to begin growing a garden as quickly as they can on their homesteads on arrival in the colony since colonial settlers to the new world in the 16th or 17th centuries wouldn't have reliable supply shipments of food.
My sims won't be taking any regular jobs though they can visit the service center to earn money during the day and can get clthing there for free.It's restricted to daylight hours though and they have to head for home once it starts getting dark as travel between community lots and home is dangerous at night because of wildlife that could attack like bears and eastern cougars.My sims will start with preparing cereal and sandwiches or any meal only needing a counter to prepare until their cooking skill is better.
Lab Assistant
#1046 Old 25th Feb 2021 at 11:40 PM
I finally finished with the 3 buildings and could start playing. Took me long enough. At least I'm happy with how the bar and the military base look.


So anyway, thanks for the suggestions! In the end the problem wasn't the food but keeping my Sim in a good mood to go to work...
I played quite a bit today, got my Sim to Culinary career, ascended to level 8, and got fired in a chance card. It happened in his birthday and I used the weekly community lot visit already, so I can't get another job. :p

Welp, time to start over.

I think I'll go with the mid uni start now... I hope bad luck doesn't strike again and get the double 6 in 2nd day or something.
Screenshots
Top Secret Researcher
#1047 Old 26th Feb 2021 at 5:07 AM
I've been busy setting up my apocalypse challenge town of Rivervdale based on Riverblossom Hills which is the terrain map I've chosen for this and it's a colonial settlement in the new world with the first settlers due to arrive in the spring of 1520 and the young couple has to bet settled into their homestead and begin building a home and growing crops to provide themselves with food as Europe is in a faimine after the volcanic eruption in Asia ended the was with the Turks and disrupted weather resulting in crops failing.Supplies won't be shipped as reliably because they got shipped on wooden sailing ships and settlers don't arrive in droves either because the crossing was very dangerous and not everybody was willing to take that risk in hopes of finding a promised land with a better life.
Screenshots
Lab Assistant
#1048 Old 3rd Mar 2021 at 8:39 PM Last edited by Borja20 : 3rd Mar 2021 at 8:40 PM. Reason: typos
The second attempt was much better! I did the mid-uni start, but I decided to remove the randomness and started at the end of the 2nd year. For the 3 items, took a 3000§ sculpture to sell, a Smart Milk and a Thinking Cap.

My first Sim, Benjamin, reached the top of Culinary right before becoming elder. Then I adopted a dog friend of his as soon as it showed up, then married a Townie, Ally. Sadly, Ally didn't progress much in her job (those chance cards...). So I had to make her leave her job to have a kid.

I had serious problems to raise the kid, Anthony. First of all, the dad died of old age before he was born. Ally didn't have a minute of free time until he grew up to child. Second, money problems, and the fact that children can't sponge bath... But somehow I still managed to have him grow up with at least gold aspiration until adult.

The dog died from old age too, I miss him. He did reach the top of his career now, so I have a 2nd room with a better bed. If only I could sell the old bed... Anthony skilled a lot during teen for the Medicine career, so he can use his free time to make candy. But it's barely enough to pay the bills...

Silly me, I thought it would be easier after reaching the top in the first career.

Now here's a random fun moment. Benjamin thought it was a good idea to make a snowman right at the front of the door. Not being able to control elders is hard.
Screenshots
Top Secret Researcher
#1049 Old 4th Mar 2021 at 6:31 AM
@Borja20 -I don't have a total block on controlling elders though I will tend to have limited control over them and can also have them make poor choices on occasions instead of not having any control as I have a no autononouse fridge patch and a perma fridge patch as sims won't be shopping for groceries for some time and will rely on what they can grow and hunt.
I'll get into my own apocalypse town to continue setting up my home lot and the community lot.
Lab Assistant
#1050 Old 5th Mar 2021 at 10:35 AM Last edited by Borja20 : 24th Apr 2021 at 7:51 PM.
@TadOlson you are changing quite a lot of rules that you could make it your own challenge, don't you think? You are still building, right? I'm curious on how it will turn out, don't forget to update us when you start the gameplay.

I think I should have used the no autonomous fridge patch too. Ally almost burned the house down with the usual random Lobster. I'm still surprised that Anthony didn't panic and he could extinguish the fire.

As a small update from my part, he's a ascending pretty fast in Medicine. But Ally doesn't have much time left, and most of the family friends are hers. Anthony has to start making friends fast.
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