- Site Map >
- Community >
- Sims Discussion >
- Sims 4 >
- Sims 4 Challenges >
- Survive This - Safe Haven Challenge - Sims 4 - Apocalypse Challenge
- Site Map >
- Community >
- Sims Discussion >
- Sims 4 >
- Sims 4 Challenges >
- Survive This - Safe Haven Challenge - Sims 4 - Apocalypse Challenge
Replies: 1 (Who?), Viewed: 3909 times.
#1
6th Mar 2018 at 1:52 PM
![Old](/static/images/buttons/buttons-rro/images/statusicon/post_old.gif)
Posts: 3
![Default](/images/icons/icon1.gif)
This challenge was HEAVILY inspired by joelene1892's A Holy Sanctuary Challenge, Unfortunately, they have not been active since 2014, so I have decided to use heavy, heavy inspiration from their challenge. So the idea and structure of this challenge mainly goes to them.
The world has gone dark. Creatures lurk in every hidden corner, you are alone in a vast wasteland of despair. You walk carefully along the abandoned streets when something lashes out at you. You begin to run, run as fast as your feet can carry you, a wave of emotions flood over you and all of a sudden the world goes black.
When you open your eyes you a see a man, with kind eyes staring at you, in a strange place. He begins to speak: “Do not fret my child, we will take care of you here now, for you are in a Safe Haven.”
This challenge is based on an apocalyptic setting and primarily takes place in a church. The final goal of the challenge is to emerge into the world once the mutants have gone from the world. Hope you enjoy!
There are several parts to this challenge all which work together! You will have a randomised team, certain restrictions and random events! The challenge explanation is fairly lengthy so I have put spoilers where I can to help the length of the post.
The challenge setup
Roles
This is the part where you will randomise your team, each team member has unique qualities in different areas. You start with 4 members. I recommend using random.org to randomise your characters (or any number generator). If you manage to get a number twice, you get a freebie and pick any role you want.
How to read the role card:
Number, Name
Primary Skills – Skills that can be levelled up to 10/their full.
Secondary Skills – Skills that can be levelled up to 5/Half of their full. More on skills later.
Special abilities – Any special abilities a role has
Additional notes – Additional notes or tips
Note: You can start the game without a Priest/Lector role
1 - Priest/Lector
Primary Skills: Writing
Secondary Skills: Cooking
Special abilities: When you receive the priest whether this is at the start or later, you may receive an extra grant of $3000, this is because the priest knows where the church’s secret fund is kept. This can be done using the cheat: sims.modify_funds 3000
Once a week you may also ‘bless’ a trip (more on those later) to the outside world meaning they do not have to do any rolls,
Additional notes: With the Priest, you can write the Book of Life to any person in your team. The Book of Life may only be written once in the game. This person can be living or dead. While there are some conflictions with the aspiration involving money those are permitted to be cheated ONLY when the other ones are all ticked except for the royalty ones/money, they are ‘Have published 10 books’ and ‘Earn $25,000 from Royalties’. (As you are NOT allowed to publish your books, you can, however, sell them on a trip.) This cheat is: apirations.complete_current_milestone please use wisely!
2 - Doctor
Primary Skills – Logic, Wellness (Spa day)
Secondary Skills – Fitness
Special abilities – Can produce medicine once a fortnight by purchasing from the computer without a need for a trip outside. Can only be used if someone is sick in the household.
Other abilities mentioned in specific scenarios.
Additional notes – While wellness may not seem extremely important, do remember it can change a sim’s mood which can really help when you don’t have access to the usual things that cannot change a sim’s mood.
3 - Chef
Primary Skills – Cooking, Gourmet Cooking, Baking (GTW)
Secondary Skills – Fishing, Gardening
Special abilities – Can provide a quick meal once every 3 days.
Additional notes – This is the only character who can max out their cooking skill, they can also provide a free meal once every couple of days which can help to save money and make smaller portions. They can also gather stuff to sell on trips.
4 - Soldier
Primary Skills – Fitness
Secondary Skills – Logic, Handiness
Special abilities – If your soldier is going to die on an outing that involves combat of sort, they are guaranteed to survive it.
Additional notes – Since a soldier cannot die in battle situations this makes him extremely useful on outings. Beware though he can die from illness, old age and any other encounters that are not combat related, so he is NOT invulnerable. They are allowed to craft any furniture in handiness levels 1-5 freely.
5 – Builder
Primary Skills – Handiness, Logic
Secondary Skills – Fitness
Special abilities – The builder can build (through build-buy mode) 1 piece of furniture a week, without the need for an outing. Be realistic in what they could build. Bathtubs/showers, toilets, electronics and lighting is not permitted to be bought from the builder and have to be made by via woodworking table or purchased on an outing.
You are also only allowed to enter build mode and make changes to walls, floorplans etc. once you have the builder.
Additional notes – The builder can also make furniture through the woodworking table, this includes: barstools, bathtubs, toilets, dining table + chairs and musical instruments so remember that!
6 – Gatherer
Primary Skills – Gardening, Fishing
Secondary Skills – Cooking
Special abilities – This role with their expert skills can preserve one group meal a week until it goes off in the fridge, meaning you don’t have to waste money and can cook less often.
Additional notes – I recommend making an 8 person meal for your weekly stored meal as it can really help and last a while. Their fish/crops can also be sold on outings as a source of extra money.
7 - Teacher
Primary Skills – None
Secondary Skills – All skills up to level 7.
Special abilities – She may influence the change of a teen’s future role once in the teen’s life. (E.g. if the teen was training to be a soldier, with the teacher’s influence they can change it to a doctor if they wanted to.) The teen’s skills from their first role remain and are allowed to be used. However, they do not gain the special abilities from the first role. You may do this with as many children as you want.
Additional notes – The teacher works with the children, toddlers and teens to help their skills. If you have the parenting gamepack the teacher is encouraged to learn the parenting skill as they can use it to help and influence the children.
8 - Artist
Primary Skills – Painting, writing
Secondary Skills – None
Special abilities – The artist may sell paintings but not all of them. Unsold paintings may go as decorations or into the family inventory never to be used again. Paintings sold must be sold on trips.
Skill level
1-3, 1 out of every 4 paintings may be sold
4-6, 1 out of every 5 paintings may be sold
7-8, 1 out of every 7 painting may be sold
9, 1 out of every 8 paintings may be sold
10, 1 out of every 10 paintings may be sold
Additional notes – They can still sell their books on outings, as the priest can. The painting is a slow and steady way to make money but it is a source of income. They may NOT make the book of life as that is a holy privilege only the priest has.
Primary Skills: Writing
Secondary Skills: Cooking
Special abilities: When you receive the priest whether this is at the start or later, you may receive an extra grant of $3000, this is because the priest knows where the church’s secret fund is kept. This can be done using the cheat: sims.modify_funds 3000
Once a week you may also ‘bless’ a trip (more on those later) to the outside world meaning they do not have to do any rolls,
Additional notes: With the Priest, you can write the Book of Life to any person in your team. The Book of Life may only be written once in the game. This person can be living or dead. While there are some conflictions with the aspiration involving money those are permitted to be cheated ONLY when the other ones are all ticked except for the royalty ones/money, they are ‘Have published 10 books’ and ‘Earn $25,000 from Royalties’. (As you are NOT allowed to publish your books, you can, however, sell them on a trip.) This cheat is: apirations.complete_current_milestone please use wisely!
2 - Doctor
Primary Skills – Logic, Wellness (Spa day)
Secondary Skills – Fitness
Special abilities – Can produce medicine once a fortnight by purchasing from the computer without a need for a trip outside. Can only be used if someone is sick in the household.
Other abilities mentioned in specific scenarios.
Additional notes – While wellness may not seem extremely important, do remember it can change a sim’s mood which can really help when you don’t have access to the usual things that cannot change a sim’s mood.
3 - Chef
Primary Skills – Cooking, Gourmet Cooking, Baking (GTW)
Secondary Skills – Fishing, Gardening
Special abilities – Can provide a quick meal once every 3 days.
Additional notes – This is the only character who can max out their cooking skill, they can also provide a free meal once every couple of days which can help to save money and make smaller portions. They can also gather stuff to sell on trips.
4 - Soldier
Primary Skills – Fitness
Secondary Skills – Logic, Handiness
Special abilities – If your soldier is going to die on an outing that involves combat of sort, they are guaranteed to survive it.
Additional notes – Since a soldier cannot die in battle situations this makes him extremely useful on outings. Beware though he can die from illness, old age and any other encounters that are not combat related, so he is NOT invulnerable. They are allowed to craft any furniture in handiness levels 1-5 freely.
5 – Builder
Primary Skills – Handiness, Logic
Secondary Skills – Fitness
Special abilities – The builder can build (through build-buy mode) 1 piece of furniture a week, without the need for an outing. Be realistic in what they could build. Bathtubs/showers, toilets, electronics and lighting is not permitted to be bought from the builder and have to be made by via woodworking table or purchased on an outing.
You are also only allowed to enter build mode and make changes to walls, floorplans etc. once you have the builder.
Additional notes – The builder can also make furniture through the woodworking table, this includes: barstools, bathtubs, toilets, dining table + chairs and musical instruments so remember that!
6 – Gatherer
Primary Skills – Gardening, Fishing
Secondary Skills – Cooking
Special abilities – This role with their expert skills can preserve one group meal a week until it goes off in the fridge, meaning you don’t have to waste money and can cook less often.
Additional notes – I recommend making an 8 person meal for your weekly stored meal as it can really help and last a while. Their fish/crops can also be sold on outings as a source of extra money.
7 - Teacher
Primary Skills – None
Secondary Skills – All skills up to level 7.
Special abilities – She may influence the change of a teen’s future role once in the teen’s life. (E.g. if the teen was training to be a soldier, with the teacher’s influence they can change it to a doctor if they wanted to.) The teen’s skills from their first role remain and are allowed to be used. However, they do not gain the special abilities from the first role. You may do this with as many children as you want.
Additional notes – The teacher works with the children, toddlers and teens to help their skills. If you have the parenting gamepack the teacher is encouraged to learn the parenting skill as they can use it to help and influence the children.
8 - Artist
Primary Skills – Painting, writing
Secondary Skills – None
Special abilities – The artist may sell paintings but not all of them. Unsold paintings may go as decorations or into the family inventory never to be used again. Paintings sold must be sold on trips.
Skill level
1-3, 1 out of every 4 paintings may be sold
4-6, 1 out of every 5 paintings may be sold
7-8, 1 out of every 7 painting may be sold
9, 1 out of every 8 paintings may be sold
10, 1 out of every 10 paintings may be sold
Additional notes – They can still sell their books on outings, as the priest can. The painting is a slow and steady way to make money but it is a source of income. They may NOT make the book of life as that is a holy privilege only the priest has.
On skills
Secondary skills are skills that can only be levelled up to a certain amount. This can be slightly confusing especially with the cooking skill.
The general rule is once you hit your limit stop!
Cooking – If you have more than one person with the Secondary cooking skill, stop with person 1 and move on with the people with the secondary cooking skill. If you have no cook and everyone who is allowed to cook has maxed it to 5 you may do the following. For every meal you cook you have to throw out 1 or 2 portions. If your skill is from 6-7 then 1 portion and 7-10 2 portions.
Fishing/gardening – The same with cooking, go until you have no one. When you do you have to throw out 1 in 5 fish for levels 6 -7 and 1 in 7 fish for levels 8-10. For cooking, you have to throw out 5 plants for every plant’s harvest.
Musical instruments/Charisma/Mischief/Comedy can be collected freely though Charisma may not be used to ask for loans, and you may not busk.
Handiness – Once you hit your limit you may not craft any more objects but can continue doing repairs, and you may only do upgrades level 5 and before.
Set Up
Since this takes place at a church you may build one using money cheats. You may not put any furniture in with the money cheats other than the ones described below. You can have a max of two floors upwards and 1 basement (not floor sized).
I recommend having 1 large, rectangular building for the actual church (where services are held) this should be empty though, there doesn’t have to be chairs set up. There should be an office with a couple of bookshelves, a desk and a cheap computer (The computer is only to be used for writing and purchasing objects to be collected on trips). A cheap kitchen should be installed somewhere and a dining hall that should also be empty. There should be a toilet somewhere. Couches may be put in to nap on.
You can always change the set out of the church to make it more difficult if you would like.
You should also put in 'private dwelling' as a lot trait to deter visitors.
Things not to put in:
Bathtubs/Showers
Beds
Electronics – Other than stated
Dressers/bedside tables and other misc. furniture
Skill building objects
As for school, since the children will be tutored at home I recommend using MC Command Centre to give your children lots of Vacation days. If not use them all up and go to school every so often and skip school as much as possible. You can also write excuse notes and call in sick if you can and fake sick every so often. If your children’s grades are dropping you can use the cheat careers.promote GradeSchool/HighSchool to push their grades up.
General Rules
- Lifespan can be set to anything, but cannot be changed.
- No jobs
- If you leave the lot, buy furniture, sell anything you have to roll under leaving the lot.
- When buying furniture you can only carry 1 piece of large furniture at a time. If you need 2 you need to roll twice as another trip. Imagine as if you have a truck, and you need to fit the furniture on there.
- If a sim dies you must kill them using cheats or kick them out and never speak to them or have them come back again.
- If you are writing a story you can change their death up a little for dramatic flair purposes, its ok be creative!
- No talking to townies
- No services
- When gaining a new character you can either add them in using cas.fulleditmode or via town and deleting the funds.
- No cheats for mood/needs/money/skills so on unless the challenge specifies
- The computer is not to be used for anything else than writing/when stated.
Scenarios
There is always a day between rolls if an event lasts for multiple days wait till it is over, then a pause day then roll again.
If a female sim gets pregnant, roll from the child section.
Basic day scenarios
1-9 Nothing Happens
10 – 14 Mild Sickness, if you have a Doctor this does not affect you.
15 – 18 Moderate Sickness
Roll for random sim, sim cannot gain any skills for the next 2 days.
If the doctor has more than 5 logic skill, the sickness is over.
If you have a doctor with less than 5 logic points, roll 1-3.
1-2 means it’s over.
3 means its spread and a different sim gets sick tomorrow. Repeat.
If you have no doctor, roll 1-2.
1 means it’s over.
2 means its spread and a different sim gets sick tomorrow. Repeat.
If it is caught by toddler or elder, roll 1-4.
1-3 is fine.
4 dies
19-20 – Severe sickness.
Roll for random sim.
If teen, young adult, or adult, roll 1-3.
1-2 is fine.
3 dies.
If child, toddler, or elder roll 1-2.
1 is fine.
2 dies.
If someone dies and you have a doctor with 7 logic or more, roll 1-2.
1 saves them.
2 they really die.
If someone dies (or is saved by the doctor), it’s over.
21 - 26 Item Breaking
An item breaks and must be immediately moved to the family inventory and not used again.
Roll 1-4
1 is plumbing item (toilet, sink, shower, etc.)
2 is sleeping item (bed, couch, etc.)
3 is electronic (computer)
4 is skill building equipment (easel, bookcase, treadmill, etc.)
27 Death
Roll a random sim.
If no athletic skill or skill under 3, they die.
If athletic skill 3 or more, roll 1-4
1-2 die
3-4 survive
If athletic skill 7 or more, roll 1-3
1 die
2-3 survive
30 - 38 New person
A new person stumbles upon the church, and you have the option to let them come and join the household. You must use the role list to roll and if it’s one you already have you can reroll. You do not have to add in a role if you do not wish, and you can kill off a character to make room for a new one if you wish.
39 - 43 Food
A mutant has crashed at the edge of the lot.
10 quick meals are allowed to be eaten.
44 Generator broke!
Your generator broke and you are not allowed to use any appliances/things that require electricity until it is fixed. (E.g. fridges, computers, stoves)
If you have a builder with Logic or Handiness over 5 roll 1 – 4
1 – It's fixed
3- 4 Roll again tomorrow
Next day roll 1 -3
1 – It's fixed
2-3 Roll again tomorrow
Next day roll 1-2
1 – It's fixed
2 – It will be fixed tomorrow
If you have a builder with Logic and Handiness below roll 1 – 5
The same pattern, 1 it is fixed and the other numbers roll again tomorrow until you get to 1 – 2 where it will be automatically fixed the next day.
If you do not have a builder roll 1 – 7 and follow the same pattern.
45-50 – Found money
Add 2000 simoleons using the modify funds cheat. (See Priest)
1-9 Nothing Happens
10 – 14 Mild Sickness, if you have a Doctor this does not affect you.
15 – 18 Moderate Sickness
Roll for random sim, sim cannot gain any skills for the next 2 days.
If the doctor has more than 5 logic skill, the sickness is over.
If you have a doctor with less than 5 logic points, roll 1-3.
1-2 means it’s over.
3 means its spread and a different sim gets sick tomorrow. Repeat.
If you have no doctor, roll 1-2.
1 means it’s over.
2 means its spread and a different sim gets sick tomorrow. Repeat.
If it is caught by toddler or elder, roll 1-4.
1-3 is fine.
4 dies
19-20 – Severe sickness.
Roll for random sim.
If teen, young adult, or adult, roll 1-3.
1-2 is fine.
3 dies.
If child, toddler, or elder roll 1-2.
1 is fine.
2 dies.
If someone dies and you have a doctor with 7 logic or more, roll 1-2.
1 saves them.
2 they really die.
If someone dies (or is saved by the doctor), it’s over.
21 - 26 Item Breaking
An item breaks and must be immediately moved to the family inventory and not used again.
Roll 1-4
1 is plumbing item (toilet, sink, shower, etc.)
2 is sleeping item (bed, couch, etc.)
3 is electronic (computer)
4 is skill building equipment (easel, bookcase, treadmill, etc.)
27 Death
Roll a random sim.
If no athletic skill or skill under 3, they die.
If athletic skill 3 or more, roll 1-4
1-2 die
3-4 survive
If athletic skill 7 or more, roll 1-3
1 die
2-3 survive
30 - 38 New person
A new person stumbles upon the church, and you have the option to let them come and join the household. You must use the role list to roll and if it’s one you already have you can reroll. You do not have to add in a role if you do not wish, and you can kill off a character to make room for a new one if you wish.
39 - 43 Food
A mutant has crashed at the edge of the lot.
10 quick meals are allowed to be eaten.
44 Generator broke!
Your generator broke and you are not allowed to use any appliances/things that require electricity until it is fixed. (E.g. fridges, computers, stoves)
If you have a builder with Logic or Handiness over 5 roll 1 – 4
1 – It's fixed
3- 4 Roll again tomorrow
Next day roll 1 -3
1 – It's fixed
2-3 Roll again tomorrow
Next day roll 1-2
1 – It's fixed
2 – It will be fixed tomorrow
If you have a builder with Logic and Handiness below roll 1 – 5
The same pattern, 1 it is fixed and the other numbers roll again tomorrow until you get to 1 – 2 where it will be automatically fixed the next day.
If you do not have a builder roll 1 – 7 and follow the same pattern.
45-50 – Found money
Add 2000 simoleons using the modify funds cheat. (See Priest)
Leaving the Lot Scenarios
1 – 10 Nothing happens and you get back safe
11 – 16 Battle! Your team member has been attacked by a mutant! (Excludes Soldier)
If their athletic skill is above 5 roll 1-5
1-2 They die
3—5 They survive
If their athletic skill is below 5 roll 1 - 5
1 - 2 They survive
3 – 5 They die
If they have no athletic skill roll 1 – 5
1 They survive
4 – 5 They die
17 Instant death! Sorry man.
18 – 24 New Person
You have met a new on your travels! Same thing as the basic scenario
25 – Mission fail
Your team member has come back and failed the mission. No missions (for anyone) the next day as recovery. (Meaning item/s cannot be bought/sold)
11 – 16 Battle! Your team member has been attacked by a mutant! (Excludes Soldier)
If their athletic skill is above 5 roll 1-5
1-2 They die
3—5 They survive
If their athletic skill is below 5 roll 1 - 5
1 - 2 They survive
3 – 5 They die
If they have no athletic skill roll 1 – 5
1 They survive
4 – 5 They die
17 Instant death! Sorry man.
18 – 24 New Person
You have met a new on your travels! Same thing as the basic scenario
25 – Mission fail
Your team member has come back and failed the mission. No missions (for anyone) the next day as recovery. (Meaning item/s cannot be bought/sold)
On children and rolls…
Children and toddlers are allowed to max all child and toddler skills. Upon ageing up into a teen, they can pick a role to train to become. They may only pick a role that is already in the household. (Unless the teacher uses her special ability to influence it to become any other role) While a teen they may only learn half of their roles skills. (E.g. If a teen is training to be a soldier they may only work up fitness to lv 5 until they turn into a YA) They can also get bonus skills from the rolls below regardless of their future role.
1 – 5 Normal child
6 - Quick learner, this child can add 2 extra levels onto any of their secondary skills as an adult.
7 – Slower, this child has to subtract 2 levels from all of their primary and secondary skills. (Primary skill can be learnt to 8 and secondary skills to 2)
8 – Energetic, this child can learn the athletic skill up to 5 (Or up to 10 if it is their secondary skill)
9 – Imaginative, this child can learn painting and writing up to level 5 (or up to 10 if it is their secondary skill)
10 – Kitchen Kid, this child can learn the cooking skill up to 5 (or 10 if it is their secondary skill)
11 – Handy, this child can learn the handiness skill up to 5 (or 10 if it is their secondary skill)
12 – Flower child, this child can learn fishing and gardening up to level 5 (or up to 10 if it is their secondary skill)
Future generations
The challenge is designed to be multi-generational until you can achieve the final goal, but you can always shorten or lengthen it if you wish. The ultimate goal in the final generation is to become free and live outside the church walls.
You can leave the church walls after at least 2 generations and these requirements:
Have all 8 roles in one household, with all of their designated skills maxed out. (This includes children’s extra privileged skills)
At least 800,000 money in the household
One book of life bound to someone
Have all child types at least once in the game (not necessarily the winning generation)
Since I am not a big fan of generational gameplay, you can have this section to be creative and allow or restrict your sims’ story however you like. The world can have another fall and more restrictions or you could get the internet back! Be creative and most importantly HAVE FUN!
Advertisement
Test Subject
#2
22nd Jul 2024 at 7:58 PM
![Old](/static/images/buttons/buttons-rro/images/statusicon/post_old.gif)
Posts: 16
Was looking for this!
Who Posted
|