Doomsday Challenge Part III: Colony
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DOOMSDAY COLONY
Only the Perfect Need Apply
Version 1.0
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After participating in several challenges, I decided to create one that really tested my ability to succeed in truly difficult circumstances. I've never done this before but I feel it's a pretty fun challenge and I'd like to share it with you
Please feel free to ask any questions if anything is unclear. If you try the challenge, please respond and let me know what you thought. I'd love to hear your feedback!
There have been apocalypse challenges for Sims 3 before and I am not trying to copy anyone. I wrote this entirely from scratch.
While I have put a great deal of thought into this, I am 100% confident that I missed something. Please let me know.
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BACKSTORY
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The world is not what it once was. Bustling cities are now barren of sim existence. A tragic virus has devastated the planet reducing the population to near extinction. No one knows the source of the deadly virus; however, some speculate biological warfare or a scientific research experiment gone terribly wrong. The majority; however, blame the supernatural sims whose rampant arrival seems to coincide, as if they released the blight in their merciless wake. Mass hysteria and crime threaten to destroy the fragile life that remains.
In the name of “saving sim-kind”, a group of government officials, scientists, and powerful businessmen have come together to create “the colony”, a solitary sanctuary in a world gone mad. Here’s the catch, only the best and brightest contributors get to be a member. Survival of the fittest is at a whole new level, social elitism. Welcome to a world where average just isn’t good enough and producing a child that isn’t a protégé is considered polluting the bloodline. Good luck!
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SET UP
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Begin by creating your sims according to the guidance below. Afterward, choose a place to live (pretty much anywhere is fine. The “Ice Station” world downloadable from the exchange was my pick although you could go with something more attractive. The concept is that the town is the colony itself. Island Paradise isn’t a bad idea (imagine qualified colonists being air lifted to a secluded island). Something modern would be a great alternative. You should not need to delete any structures.
Duration is entirely up to you beyond the second generation. If you want to carry this through to 10 generations, feel free. I never have the patience for that on any challenge.
Traveling is not an option as the world outside of the colony is in chaos and riddled with infection. The only exception is university.
Set seasons to change every seven days. No disabling winter!
Cheating is not allowed unless permitted in the rules below with the exception of mods that do not give your sim an advantage. Woohooer, Mover, Overwatch, etc. are fine. Mods like master controller can be installed but not used unless specified in the rules. The Woohooer and Mover mods are used to allow teens to live on their own (if you choose or if adult sims are evicted/die) and have their own children. Kama Simtra can be used if you intend on being a prostitute, however, this is highly illegal in the colony so be prepared use the criminal career guidelines provided.
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YOUR SIM
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1. Start out with a single sim, either male or female (your call) or a married couple. The couple must be married as unmarried couples are not permitted to live together in the same home here in the colony.
2. Your sim(s) MUST be fairly attractive. The colony is all about repopulation of the beautiful people.
3. The primary reason you were selected was for your knowledge, skill, and ability. Review the colony roles below, select one for your sim, and give him/her the required traits.
4. Stylish dress is a must so plan your outfits accordingly (i.e. no ripped jeans, clothing that doesn’t match, etc.). If your colony is supposed to be a hidden utopia, then extremely stylish sims are ok. If not, make them look nice and clean.
5. Your sim must be human (after all, this is about propagating sim-humanity). If you want to add an additional level of difficulty, you can try to sneak in as a supernatural. Before you do this, read the eviction section below as you may want to reconsider.
6. Your sim must be a young adult. Teens are OK if you have the mover and woohooer mods that allow them to live on their own and get pregnant. No disabling age. Lifespan must be normal.
7. Your sim, in addition to possessing the needed traits for his/her role, must also have at least one alpha trait. They are called alpha because the hope is they will be passed on to future generations. Alpha traits include: Ambitious, Artistic, Athletic, Genius, Perfectionist, or Workaholic.
8. Your sim may not possess any of the following undesirable traits: Absent Minded, Clumsy, Couch Potato, Coward, Evil, Grumpy, Hot Headed, Insane, Kleptomaniac, Loser, Mean Spirited, Mooch, Neurotic, Slob, and Unstable. You can attempt to hide a bad trait; however, you’ll be severely punished if you’re discovered (see the eviction section below, the guidelines are the same as those for supernaturals).
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UNIVERSITY
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University is optional for most roles. Individuals who attend university and obtain the appropriate degree listed below start out with more perks as indicated. Also, sims that obtain a degree are considered *more desirable* and get their first eviction offense overlooked. If you are busted for not meeting expectations (or other offenses), and you roll a 1 (which would normally be immediate eviction) you can use your “get out of jail free card” and nothing happens, just a slap on the wrist.
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SETTING UP HOUSE
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Even though the colony is a utopia compared to the outside world, life is still hard here. The modern conveniences are not available. When building your home, please adhere to the following:
1. Your lot can be as big or small as you like; however, your initial home must not exceed 8x8.
2. You may want to consider building down (at first) using basements as this tends to be a cheaper option. Ladders leading down basement levels are a better alternative to stairs if you like.
3. You may start with a budget of $20,000 (easy mode) or $15,000 (hard mode)
4. Your startup home may only have one bathroom with the cheapest toilet, sink, and shower.
5. You may only purchase one small dining table (seats 4) with 4 chairs of the cheapest variety.
6. Your kitchen must contain the cheapest fridge, stove, 2 counters, and one sink.
7. You may set up 1 or two bedrooms with the cheapest beds (either single or double) or have your spare room with a crib only.
8. Each room may not contain more than one light fixture.
9. Walls and floors must be done with the cheapest options (free wood floor and $4 wall paper)
10. You may not, at this point, own electronic devices other than those listed above. This includes fire alarm, security alarm, TV, stereo, etc.
11. You may own one bookcase and one desk and chair (all cheapest variety)
12. If funds are available, two non-electric skill building items (i.e. chess table & chairs, soccer ball, etc.)
Alternative idea: One of folks kind enough to try my challenge (Mammal from Mod The Sims) modified the house rules a bit and created a larger underground bunker where roommates were invited to add a more community-like environment. Cheapest items should still be used at setup but this is a great alternative to single family living.
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RULES OF SURVIAL
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The following are a list of colony rules in order to ensure survival. Please read and follow them closely. I’m open to modifications so feedback is very welcome!
1. Running water is a premium. Your home can never have more than one bathroom although items can certainly be upgraded.
2. Electricity is also a premium. No home may have more than one non-essential electronic device per sim living in the household up to a maximum of five. (i.e. computers, gaming systems, televisions, radios, etc.)
3. Personal food delivery to your fridge is not an option. Your sim must either grow their own food or visit the supermarket. If you go to prepare a meal and the desired dish has a price next to it, you cannot make it unless you fetch the ingredients yourself and put them in the fridge. A price next to a dish means you don't have the ingredients stored in the fridge.
4. The daily paper is provided by the government. At least one sim per household should read the paper each morning to keep up on colony events, weather projections, etc.
5. You may visit the bookstore to purchase books if funds permit. Books are not delivered, you have to get them yourself.
6. Pregnant sims are given time off of work. This time does not count against promotion time frames for their role in the colony. For example, if your sim has 3 days remaining to earn a promotion and is informed they have time off from work, the clock starts back up upon their return.
7. Dumpster diving is considered inappropriate colony behavior. If you choose to dumpster drive, roll a number from 1-5 using a number generator or dice app. If you roll a one you are busted and taken downtown. This counts toward the 3-Strike rule for criminal behavior described below under EVICTION. If you are busted, all items you found are confiscated by the police and must be deleted.
8. Only viable items in a post-apocalyptic world may be sold. For example, catching bugs and picking flowers is all well and good, but no one wants to spend their hard earned simoleons on them. If you don’t want them for your private collection, don’t bother. Seeds and common/uncommon plants that are needed may be sold. Viable survival items may be consigned at a consignment shop if your colony has one.
9. Violence is not tolerated. If a fight breaks out where one of your sims is the aggressor, follow the rules for dumpster diving above. Getting busted for violence is a strike.
10. Getting a public disgrace notice (i.e. woohoo with an occult, peeing in public, etc.) are all crimes in the colony. We’re civilized snobs here so none of those shenanigans! If you get a negative moodlet from public humiliation that is true, consider yourself busted and one strike awarded. If it’s a lie, try to get it cleared at the court house and sue that liar for all their worth! (No suing if it’s true though, take your lumps and like it).
11. Adultery is illegal in the colony as it may lead to children whose bloodline cannot be verified. If your sim chooses to woohoo a married sim, follow the rules for dumpster diving to see if they get caught (getting a public humiliation notice is also getting caught). Getting busted means a strike and any ensuing pregnancy will be watched VERY carefully. If the child is undesirable (for reasons stated under the CHILDREN section below, they will be immediately confiscated and removed from the colony (i.e. delete them). There is no opportunity to hide them if your woohoo was caught.
12. Legitimate children (conceived in wedlock or between two single sims) must be registered at the hospital. Home births are a violation of this rule. If you believe you may have an unacceptable child (for whatever reason) a home birth is the only way to hide them as registered children are watched carefully. Problem is, if you home birth a perfectly acceptable child, it is considered an eviction offense and you must follow the rules for a pardon if you wish to “claim them” as one of your three.
13. Sims MUST produce 3 viable children for the colony. If your sim is within 10 days of becoming an elder and has no children, they will be evicted without opportunity for pardon unless they are expecting. Better hope it’s triplets!
14. Your second generation will begin when your oldest child reaches teenager (if you have the woohooer mod to allow teen pregnancy) or adult (if you don’t). Your eldest viable child should be used to reproduce. If something happens to him/her, the role falls to the next in line.
15. It should go without saying, but alien babies are a no no.
16. Sims may throw parties if they wish but this is not a happy-go-lucky time. Consider restricting it to special occasions.
17. In general, ask yourself the question, “Does this make sense?” before doing something that is not outlined here. If you can come up with a viable argument why something would be done or exist in a post-apocalyptic colony of this type, then go for it. I’m always available to provide advice and clarification if you like.
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COLONY ROLES
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So you’ve arrived at the colony thanks to your genius, physical condition, and general good looks. Good for you! Here’s the downside, you might be leaving before the week is over! The colony is all about what you bring to the table. If you don’t meet expectations, you’ll be replaced by someone who will. Base your decision on what sounds fun to you.
1. FOOD PRODUCTION:
-Required Traits: Green Thumb and Angler
University Degree: Science (Optional)
Bonus for University: May bring back the Science Research Station upon completion of degree. Everything that assists with fishing and gardening may be utilized on the research machine (do not use the radiation option). Do not create plant sims.
Responsibilities: You are one of the colony’s essential food manufacturers. This role goes beyond catching a few fish and planting the occasional pumpkin. Perfect sims require perfect sources of sustenance and there is a demand to be met. This is also very helpful in keeping your own food costs down for your household.
You are provided with a quota of quality and quantity that must have been met by the last day of the fall season (or on every fourth Saturday if you don’t have Seasons). If you do not meet your quota, you must follow the rules for obtaining a pardon (see EVICTION section below.
Excluded food: Any “special” food (i.e. death flower, flame fruit, etc.) cannot be sold period. Herbs also do not count toward your quota but may be grown and sold for additional profit. Bottom line, if it’s not on the shelves of your average, everyday Sim-Mart, you can’t sell it. Stick with common and uncommon items that the average sim would consider desirable to eat when it comes to quota.
Excluded Fish: Pretty much the same as above. Some fish that would be considered undesirable by the masses can be sold for profit but not count toward quota. For example, frogs, three-eyed fish, sea polyp, anemone, salamander, star fish, sewer trilobite, goldfish, etc. Ask yourself, would you eat a sea sludge? Neither would I. They are common and someone might want a nice pet, but 90% of the populace would not consume it so sell them all for profit (just in case someone wants frog legs) but don’t try to count it toward quota. No special/rare fish can be sold so make it a pet or delete it.
HARD DIFFICULTY: If you’d like more of a challenge (and you have Seasons) try setting winter as your only season and set your quota as the end of every 4th week. You would have to develop some sort of indoor garden/greenhouse.
Demand Quality/Quantity: The following table indicates quality demand for the first 3 fall seasons. The 4th Fall and beyond are rated the same as the 3rd.
---FIRST FALL:
Food: 30 Units of at least 5 varieties of food at Normal quality or above.
Fish: 30 Units of fish at least 1 kg or greater
---SECOND FALL:
Food: 40 Units of at least 7 varieties of food at Very Nice quality or above.
Fish: 30 Units of fish at least 3 kg or greater
---THIRD FALL:
Food: 50 Units of at least 10 varieties of food at Exceptional quality or above.
Fish: 30 Units of fish at least 5 kg or greater
2. DAYCARE WORKER
Required Traits: Nurturing and Friendly
University Degree: Physical Education or Fine Arts (Optional)
Responsibilities: While all of the busy moms and dads are out working for the colony, your role is to take care of their young children. If possible, I highly recommend picking up the playpen from the Sims 3 Store. Other items like walker, swing, etc. are also VERY helpful in keeping your daycare a sane place full of happy protégé’s.
Expectations: The powers that be expect you to run a clean, well-organized, service. You’ll be expected to obtain promotions within set time frames. If you miss your promotion deadline twice, you must obtain a pardon (see EVICTION below).
Level 1. Amateur Babysitter – Obtained at start
Level 2. Cool Care-Giver – Obtain within 1 week of startup
Level 3. Daycare Dynamo – Obtain within 2 weeks of startup
Level 4. Good Guardian - Obtain within 4 weeks of startup
Level 5. Daycare Specialist – Obtain within 8 weeks of startup.
Random Inspection: This could be voluntary; however, to add some realism/challenge, flip a coin (or use a random number generator online from 1 to 2) to determine if you get a surprise inspection that day. Inspections shouldn’t be more frequent than once a week or so. If you get inspected, don’t roll again until a week has passed. If your daycare is a mess and kids are screaming (or went home unhappy), you fail the inspection. If you fail two inspections in a row, check the evictions section below to attempt and obtain a pardon. Do the same if you miss any of the promotion deadlines above.
3. DOCTOR (SCIENTIST/TEACHER INFO AS WELL)
Required Traits: Genius
University Degree: Required
Responsibilities: You are one of the precious few well trained physicians of the colony. Any career field which requires a degree gets additional perks. The only other careers I can think of as a “must have” for degrees is Scientist and Teacher; however, if you can make an argument for others please feel free to respond with your ideas.
Benefit: In addition to the usual university item (skeleton in this case), a doctor may bring home a free laptop computer to keep his schedule and patient information on. Additionally, the big benefit of the field is the ability to alter your children’s appearance if they are born particularly unattractive (plastic surgery does wonders). A doctor may only do this if he/she has reached level 10 in their field and does not apply to changing traits.
*Note* Scientists/Teachers that reach level 10 in their field may alter one negative trait of their child. If you have a child or family member with more than one, there is no alternative. They cannot alter physical appearance in any way. Scientists may bring home the science research machine (or a laptop) and teachers may bring home an item appropriate to their field (found in your inventory upon enrollment) and a computer as well (for preparing their lessons).
Expectations: Since the medical and science career fields require a degree, you will start out at Level 3 in your career. Also, because they are so desperately needed (and because you had weeks at university to work on skills) the promotion expectations are high. I don’t believe there is a degree built into the game specific for teachers (honestly you could choose anything) so they follow the promotion expectations outlined under #4 below).
Level 4 – 7: Each level must be obtained in one week
Level 7 – 10: Each level must be obtained within two weeks
AMBITIONS NOTE: If you have ambitions, you are required to see to the needs of the colony by working in the clinic, following up with patient, and making house calls. Due to the critical state of healthcare, you are required to make at least 3 house calls per week and take every opportunity for vaccination/free clinics when they arrive. Try to think of every sim in the colony as your patient!
*Note: I have not tested this; however, I was told to do the cheat (testingcheatsenabled true) then go to the map view zoomed in on a building & press shift and click. the option will be there for clinics so you do not have to wait for opportunities. If so, you should do at least a couple a week. You might even want to build a small clinic and make it a public lot.
4. REASONABLE CAREER FIELDS
This applies to anything from Cooks to Police Officer. If you’d like to choose a traditional job, just make sure it’s something that would reasonably exist in the colony. Set up expectations for achieving promotions (i.e. obtain levels 1-4 one level per week, 5-7 allow two weeks, etc.). If you don’t meet your established expectations twice roll for a pardon, etc.
Note: This is a survival situation. Occupations that are considered luxuries would not exist (i.e. performer, artist, professional athlete, etc.) Don’t use them.
5. CRIMINAL CAREER FIELD – ENTER AT YOUR OWN RISK
Required Traits: Athletic and Genius (Kleptomaniac optional)
University Degree: Business (Optional)
Obviously you’re not reporting your nefarious activities to the powers that be; however, you must have a “cover” that makes you a viable asset to the colony. The government isn’t going to just give you a pass for having no reportable contribution. If you choose this route you must have a front business or role to cover you. For example, being a food producer by day/thug by night. There are no quotas for this field, but there are some significant bonuses and penalties.
BONUSES: You know EVERYONE'S business as a Level 10 Criminal. That means you can get your children the plastic surgery to correct a hideous hooked nose or psychotherapy to deal with their insanity. Additionally, by having the highly illegal “Kleptomaniac” trait, you can rob other people! If you get caught though (a sim sees you), follow the rules above for criminal activity detailed under dumpster diving). Also at Level 10, you’ve got your hand in everyone’s pocket so you can call in connections to get you as many bathrooms and electronic items you want in your house.
PENALTIES: If there is a field that could get you evicted, this is it. Criminals are allowed the same three strikes as anyone else before they are up for eviction and must pursue a pardon. Unlike other sims; however, criminal activity is not as easily tolerated. If you manage to get two pardons and get another three strikes or brought in for breaking other rules, you’re done. No more pardons for you, just the boot.
6. BE CREATIVE
Think of something that might not be the norm. For example, a gardener/cook who turns part of their home into a restaurant to feed busy citizens. You could make friends/customers, invite them over when you know they are not working, and serve them food you prepared from ingredients grown from your own garden. Set up a rewards/penalties system based on number of customers, quality and variety of food you provide, etc. No buying from the fridge though! If you don’t have the ingredients, you can’t serve it. Ingredients can be found by going to the grocery store and viewing the tab that shows you ingredients by recipe or using an online guide.
Another idea might be an architect that builds community lots for the colony and gets paid 5% of the value of the lot (up to a max commission of $1,500). Going to a community lot and throwing down 50 sports cars does not constitute building something the community needs. Good examples might include a Laundromat, church, etc. If you choose this route, you may only build one structure per week. Keep In mind the environment. There would not be elaborate churches and hotels lit up like a Vegas strip. They should be modest and look run down a bit.
**I’ve given you guys some flexibility to use your imagination and make this as difficult as you want it to be. I highly recommend setting challenging goals and taking the penalties for falling short.
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CHILDREN
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When you joined the colony, you agreed to meet a quota of viable candidates for the next generation. You’re expected to produce a minimum of 3 children (prior to becoming an elder). Here’s the catch, only the best are considered acceptable for future bloodlines. Children that are considered inferior are not permitted in the colony and must be removed (or hidden if you want to risk it). Here are the criteria:
1. Baby – Babies born with undesirable traits are immediately removed from the colony. Undesirable traits are listed above in the “Your Sim” section. Babies must be born in the hospital (see survival rules section above).
2. Toddler – Before they grow up, toddlers must know how to walk, talk, and be potty trained to avoid a possible negative trait. Also, toddlers should be fed (if possible) homemade baby food (instead of the usual goop from feed In high chair). You’ll need a food processor.
3. Child/Teenager – Must obtain and maintain an “A” in school trough graduation.
4. Alpha Traits – By the time they reach adulthood, all sims must possess an alpha trait listed above in “Your Sim” section.
5. Appearance – Obviously health and beauty are considered valuable. Overweight children are expected to lose the weight before reaching adulthood. Children who are disfigured or extremely unattractive may not be permitted.
6. Criminal History – There is a 3 strike rule with teens. If your teenager is picked up by the police more than twice, he or she may be evicted. See the eviction section for more details.
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PETS
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You may not bring pets with you to the colony; however, if you manage to nab one while you’re there, feel free.
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EVICTION
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Reasons for eviction:
A. Getting caught (i.e. being a supernatural, having traits that are not permitted, hiding children that are not permitted, etc.) If you are attempting to hide something, please adhere to the following:
1. Every time the affected sim leaves their home for any reason, roll a number between 1 and 10. If you roll a 1, you have been busted red handed and the police are evicting you from the community (see Sections D, E, & F below). Rolling a 2 means you are suspected of participating in illegal activity. Take no action now but continue to the next day and roll again. If you roll a 1 or 2, the police have gathered evidence against the sim and he or she will be evicted unless receiving a pardon (below). If you roll a 3+, the police found nothing and the investigation is closed unless you roll a 1 or 2 again in which case the standard rules apply.
2. EXCEPTION: Hiding children who do not meet bloodline specifications is a serious offense and will result in not only the eviction of the child but any other illegal children and one parent (your choice). As above, you only need to roll when the child leaves the house. If you are a single parent, you will be evicted from the colony unless you can use one of the pardons outlined below. Follow the guidelines in #1 above to determine if your child is spotted. Even if you manage to get a pardon to prevent a parent from being evicted, all illegal children must still be removed.
B. Failing to meet established expectations for your role. If this is a first offense, add 1 to your role (meaning you won’t be evicted). If you are a repeat offender, you could be evicted.
C. If your get three strikes with the police you must roll for a pardon below. This refers to the police picking up a sim for violating curfew, getting caught doing illegal activities, orr criminal activity in the criminal career and you get notified that the police are taking you downtown. Keep in mind if a house with illegal sims is being robbed and you call the police they will notice supernaturals and illegal traits so do so at your own risk.
D. PARDONS: You may be able to save yourself. Illegal children will still be evicted, but your sim may not. A pardon results when you are able to fast talk your way out of this by greasing a few palms. This can be used to avoid eviction for any offense. Roll a random number from 1 – 5 and use the following scale:
Roll =1 Not your lucky day. You’re still getting the boot.
Roll =2 A city official isn’t impressed by your sob story but offers you a chance to stay BUT you will spend 3 days under house arrest starting immediately. You will not be permitted to leave your house or work from home (i.e. gardening). If you lose your job, so be it. You will also lose 25% of your family’s money (use the familyfunds cheat to remove 25%). Remove an additional 10% if this was not your first offense.
Roll =3 You’ve been a pretty good citizen and if this is your first offense, you get off with a hefty fine of 20% of your savings. If this is not your first offense, the fine is 30%.
Roll = 4 You’re a pretty good smooth talker and you get off with a modest fine of 10% of your savings (1st offense) or 20% if this isn’t your first offense.
Roll = 5 Who did you sleep with to get off this easy? Illegal children will still be confiscated; however, you walk away unscathed.
*Note*: If you have a Charisma skill of 6-8, you can add +1 to your roll on one occasion (saving you from eviction). If you have Charisma of 8+, you can add +2 to your roll one time and +1 to your roll another time. After that, you get no bonuses. It pays to be a smooth talker.
E. ABOUT NEGATIVE TRAITS: If you were busted for hiding a negative trait possessed by your sim (i.e. insane, etc.), you must undergo rehabilitation if you are not evicted from the colony. What this means is you must randomize your traits by going under edit traits (via testingcheatsenabled). If you end up with another negative trait, do a better job of hiding it next time.
F. SUPERNATURALS: If you manage to avoid eviction, you will be required to either prepare or purchase an elixir to remove your supernatural effect and turn you into a human.
Phew….that took a while but hopefully it isn’t too confusing.
PLEASE give me your feedback. I will value it immensely!
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CONCLUSION
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If you are able to see the challenge through to the successful creation of a third generation, in a nice home with plenty of room for your sims and all adult sims in the previous two generations are at the top of their career (or retired as such), you can consider the challenge won. At this point, the government (via pressure from the populace) has lifted it's ban on imperfect children. The colony has followed your shining example and is now bustling with life. Congratulations!