Sounds like a cool challenge, but there's a pretty big problem. I get it, fancy fonts to represent each era, but I think most people prefer their challenges to have readable rules.
You're the first person I've had mention the fonts. Was there a particular Era that was hard for you to read?
You're the first person I've had mention the fonts. Was there a particular Era that was hard for you to read?
The Renaissance, holy god the Renaissance. Sorry if this comes off as rude, but that font is freaking obnoxious. Also GSF, and Stone Age and Early Civilization to a lesser degree.
The Renaissance, holy god the Renaissance. Sorry if this comes off as rude, but that font is freaking obnoxious. Also GSF, and Stone Age and Early Civilization to a lesser degree.
I've changed the Renaissance font now. I find it interesting that Stone Age and Early Civ bother you, but the Roaring 20's doesn't. Would increasing the font size on those ones make them more readable (that's what I had to do with the 20's)?
A small update for Island Living and its corresponding game patch!
Change Log 7/11/19 Patch 1.52 Updates
Added the use of the “Off The Grid” lot trait to the suggestions section for the first four Eras.
Allowed the Fisherman part-time job starting in Early Civilization and onward.
Allowed taking odd jobs starting in Modern Day.
No restrictions on lounge chairs.
More Island Living Support
Allowed the Kava Bowl starting in the Stone Age and onward.
Allowed the Lifeguard part-time job starting in the Roaring 20’s and onward.
Allowed the Diving part-time job starting in the Roaring 20’s and onward.
- I added suggested restrictions to each era regarding the diving tools and interactions. As always, these are suggestions and you don’t have to follow them if you don’t want to.
Allowed the Conservationist career starting in Modern Day.
- You can, however, do various things to clean up the island at any time. You just can’t do the career until Modern Day.
- Ex: Things like beachcombing for trash, cleaning up trash on the beach/water, and cleaning up residue left by the volcano will all help you clean up the Island without being part of the Conservationist career.
Allowed the Beach Life aspiration starting in the Stone Age and onward.
Change Log: 11/21/19
Hello all! I've finished the updates for University, RoM, and Moschino.
General Updates
The goal to catch an anglerfish worth $1,500 Simoleons in the Stone Age has been changed to “Catch an anglerfish” for casual, and “Catch an anglerfish worth at least $150” for historian.
This is just fixing the goal for the fishing update they made to the game, which made the fish worth less money. Huge thanks to everyone who pointed this problem out to me, and I’m sorry for not fixing it sooner!
Added notes on the UFO plant in the Stone Age and Middle Ages.
These two generations had goals pertaining to completing the gardening collection, and the UFO plant (while part of the collection in-game) was only obtainable through the rocket science skill.
Added (and will add more) suggested packs to certain Eras.
I hope to add suggested packs for all of the Eras, so that people not playing with CC know what packs synergize well with each Era.
Removed the specific allowance of same-sex marriages in the Modern Day, because they were technically always allowed after Early Civilization.
This was just an old bit of the challenge that needed cleaned up, sorry about that!
Changed the Modern Day goal skills from Programming, Rocket Science, and Logic to Programming, Rocket Science, and Video Gaming.
I don’t really know what happened there, but it was always intended to be video gaming and not logic.
Edited the suggested restrictions for cheating wives.
Cheating wives are now still punished for their adultery for an extra generation, but to a lesser extent starting in the Great Sim Frontier.
Bastard suggestions are unchanged.
Changed the Great Sim Frontier goal skills from Charisma, Writing, and Guitar to Mixology, Writing, and Guitar.
Added suggestions on how other Sims handle occult Sims in the Middle Ages through the Industrial Age.
BURN THE WITCH!!
-- Sorry, what?
In the Middle Ages and Renaissance, occult Sims are suggested to kill Sims not from the household who witness them as an occult, doing occult things, or having occult stuff.
In the Great Sim Frontier and Industrial Age, occult Sims are suggested to make these witnesses despise them, but aren’t required to kill them anymore.
Moschino Stuff Support
The items added in this pack are mostly covered by other categories, so the only real support this needed was the Fashion Photographer career, which is allowed in the Great Sim Frontier and onward.
Realm of Magic Support
I did warn you that I’m a sucker for occults, didn’t I?
Your Ancestors can be Spellcasters, and you may play as Spellcasters throughout the challenge.
You may not visit the Magic Realm until the Renaissance.
This means you cannot make new Spellcasters through the rite of ascension until this time, or learn the master spells until this generation.
Use Herbio to spawn the Magic Realm-exclusive plants for potions (mandrake and valerian root).
Sims that are born as Spellcasters do not need the rite of ascension, and will automatically get access to their powers when they become teenagers. This means that until the Renaissance, the only way to be a Spellcaster is to be born as one!
You can practice magic and experiment with the cauldron to gain levels and learn new spells without the Sages.
The new aspirations (Spellcraft and Sorcery, and Purveyor of Potions) are allowed starting in the Renaissance and onward.
Cauldrons are allowed in Early Civilization and onward.
Discover University Support
Sims may not visit or live in Britechester until the Industrial Age. However…
Sims may attend University starting in the Great Sim Frontier and onward.
This means that Sims in your household can attend University, but can’t be on campus. Since all classes are rabbit-holes, they’ll simply go to classes from their home lot.
You can apply for scholarships and Universities through the mailbox, as well as the typewriter (computer) that is allowed in this era.
Sims may join the Law career (both branches) starting in the Great Sim Frontier and onward.
Sims may join the Education career (both branches) starting in the Renaissance and onward.
Sims may not join the Engineering career (either branch) until the Modern Day.
Sims may have the Academic aspiration starting in the Roaring 20’s and onward.
You may not have roommates until the Modern Day.
If you choose to send a household Sim to live in University Housing, you must consider any Sims not currently in the household you are actively playing to be moved out, and therefore cannot move back in or contribute to goals.
For example, if you send a Sim to live in the University dorms and play as that Sim, they are now the only Sim able to contribute to goals of the challenge. The rest of the family is now considered to be “moved out”. Alternatively, if you send a Sim to the dorms and don’t play as them, they are considered to be “moved out” and the rest of the family can complete goals and progress the challenge.
Essentially, it isn’t advised to move into University Housing, but you can do it if you want to.
Soccer Balls are allowed in the Stone Age and onward.
Debate Podiums are allowed in the Renaissance and onward.
Bicycles are allowed in the Great Sim Frontier and onward.
Ping-Pong tables and Juice Kegs are allowed in the Industrial Age and onward.
The Research Machine is allowed in the Roaring 20’s and onward.
I wanted to thank you Snowie for keeping this going. I know you haven't had a ton of feedback, but I had taken part in this challenge in October 2015 (Fayeli on the Sims Forums.) I ended up getting really distracted with RL (got married and had a kid.) Finally had a chance to sit down and come back to playing. I was sad to see Cloudseeker no longer able to participate but so glad you picked up the torch. Looking forward to seeing what you've updated and altered; getting back to my roots in challenges. ♥
Change Log: 12/1/20
I've added support for all packs through Snowy Escape, and have also added two new Eras to the challenge!
General Updates Cleaning Up I’ve cleaned up (hopefully) all of the missing aspirations, careers, and lot types.
Stone Age: Added Friend of the Animals aspiration.
Renaissance: Added Arts Center and Cafe as new lot types to build.
Industrial Revolution: Added the National Park to new lot types, and allowed Sims to join the Soccer Team on University campus.
Roaring 20s: Added Critic careers and the Barista part-time job, and kids/teens can join the scouts now.
Modern Day: Noted that Sims can now join the e-sports team on University Campus
Changes Tweaked some of the goals in certain eras to make them more diverse and accurate to focuses of that time period.
Middle Ages:
-Goal for net worth has been changed to lot value, with $200,000 as the casual goal and $300,000 as the historian goal.
--I based these goals off of the average value of castles in the gallery. Please let me know if they need tweaked at all, and happy building!
Renaissance:
-Historian goal for displaying emotional paintings now requires masterpiece quality instead of excellent.
-Removed the goal for displaying masterpieces and replaced it with a new goal for hosting a dinner party with 8 non-family guests, and earning a gold medal for the party as a historian goal.
New Eras:
-Two new optional eras have been added to the challenge. This should help lengthen the challenge to an even ten generations, but keeps things diverse by integrating some DLC content. Since they require players to have extra DLC expansions, they’re optional and can be skipped if you don’t want to play them.
-The first era, the Atomic Era, covers several decades including the space race, cold war, and the 60s-70s as there is a lot of good CAS and build/buy content for those. In this era you’ll be exploring space, solving government conspiracies, focusing on the military and medical careers, and revolutionizing music. The required packs for this era are Strangerville and Get to Work, though you could play it without Get to Work and simply won’t be able to complete one of the historian goals.
-The second additional era is a Futuristic Era. This era is placed after Modern Day and is centered around potential future developments--things like interacting with alien life, creating artificial intelligence, and finding the secret to immortality. The required packs for this era are Get to Work and Discover University. If you choose to skip this era, the challenge will simply end during Modern Day like it always has.
Modern day:
-Changed the Rocket Science goal for this era to Mixology, to compensate for the new eras.
-Renamed to Generation 9, as it is now the ninth generation in the challenge.
Eco Lifestyle Support
Wind turbines, solar panels, fabricators, and advanced dew collectors are allowed starting in Modern Day.
Insect farms are allowed starting in the Stone Age.
Basic dew collectors and dumpsters are allowed starting in the Great Sim Frontier.
The fuel-powered generator and recycler are allowed starting in the Industrial Revolution.
The freelance maker career, Civil Engineer careers, and the maker aspiration are allowed starting in Modern Day.
Nifty Knitting Support
Sims can start using yarn baskets and have access to the Lord/Lady of the Knits aspiration starting in the Middle Ages.
Listing items on Plopsy is allowed starting in the Great Sim Frontier.
Journey to Baatuu Support
Travelling to Baatuu won’t be allowed until Future Tech. I don’t currently have this pack, so if there’s anything I’m missing that should be considered for regular gameplay (that isn’t locked behind traveling to Baatuu) please let me know!
Snowy Escape Support
The Onsen baths can be used starting in the Stone Age and onward.
Kotatsu (Hot Pot) tables can be used starting in Early Civilization and onward.
Onsen Bath House community lots may be built starting in the Middle Ages.
The Salaryperson careers and Extreme Sports Enthusiast aspiration are allowed starting in the Atomic Age.
The Komorebi Sightseer aspiration is allowed starting in Modern Day and onward.
Change Log: 7/18/21
I've added support for all packs through Cottage Living, and made some quality of life changes to the Stone Age while removing the Outdoor Retreat requirement!
General Updates
Added clarification on restricted worlds (Britechester and Strangerville) in the “Getting Started” section.
Stone Age changes:
-Moved the “nomads” part of this era to the suggestions section
--In an effort to remove the Outdoor Retreat requirement of this challenge, the nomads portion is no longer required. It will still be suggested for those who can/want to do it, though.
-Bathtubs allowed from the start.
--RIP immersion, unfortunately, but raising toddlers is a major pain without some way to clean them.
-Removed the food/cooking restrictions of this era.
--HOWEVER, if you have Cottage Living, you will be required to have the Simple Living lot challenge on during this era.
The Renaissance goal of painting emotional paintings no longer includes the Mathematical Diagram (focused emotional painting).
Added the Strangerville Mystery aspiration to the Atomic Age.
Added optional Journey to Batuu goals to replace the Sixam/alien goals in the Future Tech era.
-This is just so that if you have Journey to Batuu, you have the option to play with that to fulfill a goal in this era. I will NOT be requiring Journey to Batuu for this era, and if you have Get to Work as well, you can choose which set of goals you want to do.
Paranormal Stuff Support
Sims may join the Paranormal Investigator career starting in the Great Sim Frontier and onward.
You may live on a Haunted House lot type starting in the Great Sim Frontier and onward.
Seance tables may be purchased in the Great Sim Frontier and onward.
New Kit Support
Vacuums and the two aspirations from the Bust the Dust kit may be used in the Industrial Revolution and onward.
-It is recommended that you turn off the dust system until this time, unless you have some CC for vacuums that fits earlier generations.
Cottage Living Support Note that at the time of updating this, the patch for Cottage Living and the DLC aren’t out yet. If necessary, I’ll release another, smaller, patch after the pack comes out.
Bird homes, rabbit homes, picnic baskets, and garden patches may be purchased and used freely starting in the Stone Age and onward.
Animal sheds, coops, and cross-stitch hoops may be purchased starting in Early Civilization and onward.
-Technically, people had domesticated livestock during the time period that the Stone Age for this challenge is set in. However, this was much more about having a herd in a pasture than having structures built for the livestock. This, in addition to the animal sheds not fitting a prehistoric aesthetic, and cross-stitching not being allowed until the second generation, is why I decided to restrict the animal sheds and coops until Early Civilization.
Sims may have the Country Caretaker aspiration starting in the Great Sim Frontier and onward.
-This aspiration fits better in the Great Sim Frontier because it is designed around the Henford on Bagley community as well, most notably winning at a Finchwick fair. Livestock fairs like this weren’t popularized until the 1700s.
Added optional goals regarding livestock in this pack to replace the cowplant goals in the Great Sim Frontier.
-As with the optional Batuu goals, you can choose which goal you want to complete in this era.
I've added support for the Werewolves pack, as well as cleaned up some general things in the challenge rules.
6/16/22 Patch Notes:
General:
Updated all fonts to be Georgia, both in this document and on the scoresheets. Let me know if the colored text in each era is too difficult to read, and I’ll look into changing that as well. Thanks for your feedback on this!
Removed the male/female, young adult starting restrictions. You’re still restricted to two Sims, and cannot have them be married or engaged through CAS. This opens it up to have Sims of any age, gender, and relationship as your Ancestors. One of them will have to be a teen or older for the game to let you finish the household.
Changed all “bastard” text to “illegitimate.” Even though it’s technically the correct word, it’s not considered a polite one in today’s society.
Moved meditation stools to the Stone Age.
Fixed a suggestion in the Great Sim Frontier regarding career restrictions that was listed twice.
Moved the Entertainer-Musician career to the Renaissance from the Middle ages, because it requires the piano skill.
- I might look at switching some things around to get this career back into the Middle Ages, but for now this is were it is.
Added telescopes to the Great Sim Frontier. Observatories are still restricted until the Industrial Revolution.
Werewolves Support:
Sims may be werewolves in the Stone Age and for the duration of the challenge, and you may start with one of your ancestors as a werewolf in CAS.
The werewolf aspirations will be restricted until the Atomic Age, as they require you to go to Moonwood Mill.
I’m not going to restrict you from visiting or living in Moonwood Mill, but it is a run-down industrial town, so use your best judgment on when to visit it.
- I’ll look into removing any existing “cannot live/visit X world until X era” rules in the future, and trust that you guys will pick worlds that don’t break your immersion on your own. Specific worlds might be put into suggestions for the era that they fit the best.
There weren’t any notable gameplay items added with this pack, so there’s no new items listed.
I'm giving this a shot but I had trouble downloading the empty worlds save, it kept saying the blog had been removed. I went looking for another one and found one here on MTS so just sharing in case anyone else is just starting out and needs a save file. This one isn't fully updated but of the 11 worlds I have installed, 7 are empty which is better than none.
Change Log: 7/28/22
An update to add support for High School Years, and clean up a couple things.
General:
Changed the challenge-wide collections goal to be 8 and an additional 5, to compensate for Outdoor Retreat being removed as a required pack.
Changed the challenge-wide skills goal to be 18 and an additional 11, to compensate for Outdoor Retreat being removed as a required pack.
Changed the challenge-wide aspirations goal to be 18 and an additional 11, to compensate for Outdoor Retreat being removed as a required pack.
Added the new base game rewards store trait and potions to the scoresheet, and removed the Outdoor Retreat ones.
High School Years Support:
Since I don’t have restrictions (only suggestions) on when you can send your Sims to school, I won’t be restricting going to active school days either. There’s even a “drop out” action if your teens talk to the principal now, so sending them to school briefly to do that may make your life easier. Just as with the Parenthood school projects though, anytime your kids/teens are actively going to school, you can attend active school days with them.
-You can rebuild the High School lot from this pack to be era-specific, such as having a small schoolhouse in earlier generations!
Footballs may be purchased and used starting in the Stone Age and onward.
Starting in the Industrial Revolution and onward, you will have access to the following:
-Items: Thrifting clothes racks, Thrifting counter, and Cheer mats.
-School Activities: Chess team, Cheer team, and the Football team.
-The Live Fast teen aspiration.
Photo Booths will be allowed starting in the Roaring 20s and onward. I’ve also added this pack to the suggested packs for this Era, as lots of it is Art Deco-inspired.
While not explicitly listed, the Boba Tea Station, Computer club school activity, Simfluencer career, Video Game Streamer career, Thrift & Bubble Tea Store lot type, and the Drama Llama, Goal Oriented and Admired Icon aspirations are all allowed starting in Modern Day and onward.
Expansions and stuff packs and millions of kits, oh my! This update adds support for Growing Together, Horse Ranch, For Rent, Home Chef Hustle, and Crystal Creations, as well as a few general updates to fill in missing content and rebalance the Renaissance.
Mini-Update: 2/29/24
This is the update for the Crystal Creations stuff pack! I did some deliberating on this one, since the crafting table (shocker) isn’t overly history-friendly despite the skill fitting well in history. Additionally, I decided to separate the aspiration for this pack from the items, as I felt the idea of a Sim devoting their life to this skill made more sense in the time period when crystal charging was refined to how the pack portrays it.
The Gemology Table and Crystal Charging Grid will be allowed starting in Early Civilization and onward.
Sims may have the Crystal Crafter aspiration starting in the Atomic Age and onward.
General:
Telescopes (the new, small ones, not the giant ones) have been moved from the Great Sim Frontier to the Renaissance. Galileo, anybody?
You are now allowed to start with any number of pets (horses included) in your household. Just don’t get too crazy with it, or you might regret it!
The Lord/Lady of the Knits aspiration has been moved from the Middle Ages to the Great Sim Frontier, since it requires “computer” access.
The base game Neighborhood Confidante aspiration has been added to the Middle Ages, and the base game Villainous Valentine aspiration has been added to the Great Sim Frontier.
Ice Skating Rinks were added to the Renaissance, and Roller Skating Rinks were added to the Industrial Revolution.
Washing Machines and Dryers were added to the Roaring 20’s.
Infant-related furniture has been added to the Stone Age, but may be moved if it’s too immersion-breaking and isn’t too inconvenient to play without.
And finally, one of the goals for the Renaissance has been changed. Previously, they were too artistic-focused for one era. While the arts were certainly booming during the renaissance, so were philosophical and scientific discoveries. Hopefully the new goal reflects that, and adds some diversity to this era.
Changed the “Jam Session” goals in the Renaissance to the following:
- Casual Difficulty: Have a Sim successfully “Provide Logical Solutions to Problems” or “Rant Logically” 10 times.
- Historian Difficulty: Have a Sim successfully “Provide Logical Solutions to Problems” or “Rant Logically” with 10 different Sims.
Growing Together: Originally, I made a discord post about this pack saying that there wasn’t much to update for it. Since then, I’ve re-evaluated the new features of this pack and added them to this challenge. Please take a look as these updates haven’t been posted anywhere else so far.
Sims may purchase and use Treehouses and Changing Tables starting in the Stone Age.
Starting in the Middle Ages, Sims may now have the Creative Genius child aspiration and buy and use Friendship Bracelet Kits.
Sims may have the Slumber Party Animal child aspiration starting in the Renaissance.
Sims may have the Mind and Body child aspiration starting in the Great Sim Frontier.
Sims may have the Playtime Captain child aspiration starting in the Atomic Age. Additionally, you may build and visit Recreation Centers starting in this era.
Horse Ranch:
Horses can be added to the household from the beginning of the challenge. However, you will not be allowed to participate in Horse Competitions until the Great Sim Frontier.
Starting in the Stone Age, Sims may adopt horses, mini-goats, and mini-sheep freely. You may also purchase Horse/Livestock Beds, Food Troughs, and Water Troughs starting in this era.
You may purchase Nectar Makers and Nectar Racks, have the Expert Nectar Maker aspiration, and hire a Ranch Hand starting in Early Civilization.
In the Great Sim Frontier, your Sims may now participate in Horse Competitions and have the Championship Rider aspiration.
For Rent:
Originally, I wasn’t going to allow residential rentals until a few generations in. However, the early generations seem like an opportune time to allow this feature so that players can support the large families and close-knit community of the first few eras. More restrictions could be added to this, though, as the goal isn’t to profit off of rentals early on and I haven’t tested this pack much.
Starting in the Stone Age, you may purchase and use Marbles and your Sims may own, build, and live on Residential Rental lots.
Hopscotch, the Handyperson part-time job, and the Seeker of Secrets aspiration are all allowed starting in Early Civilization.
In the Middle Ages and onward, Sims may have the Five-Star Property Owner and Discerning Dweller aspirations.
The Water Heater and Fuse Box items may be purchased and used starting in the Industrial Revolution.
Sims may purchase Slow Cookers and have the Fount of Tomorani Knowledge aspiration starting in the Atomic Age.
Home Chef Hustle:
This stuff pack comes with a new type of selling table, which will be grouped with “Selling Tables” in the rules as it is functionally the same.
Sims may purchase and use Pizza Ovens starting in the Industrial Revolution.
Starting in the Roaring 20’s, Sims may have the Market Magnate aspiration and purchase and use the Mixer and Waffle Maker appliances.
In the Atomic Age and onward, sims may have the Appliance Whiz aspiration.
That’s all the updates for now! Thank you all for your patience in waiting for this challenge to be officially updated. I’ve been dealing with a lot of life changes over the last couple of years and haven’t had as much time or motivation to focus on this challenge. I do put all my notes for updates to this challenge at the very bottom of this document, and post about support for new packs on the discord server, if you’re looking for updates that haven’t officially been published yet. I hope everyone is enjoying their new year, and happy simming!