Test of Time (Sims 3 Version)
This is a long challenge which calls for a ton of rules to guide us along. I am not the creator of this challenge - SwallowTail87 is -This is a conversion of the Test of Time Challenge from The Sims 2 to The Sims 3
For The Sims 2 version at the forums anna220 has posted the rules
http://www.modthesims.info/showthre...25#startcomment
Challenge Basics:
Can your Sims stand to live through history? Or will they crumble, as so many have before them?
Stages: Neanderthal, Roman, Dark Ages, Medieval & Renaissance, Exploration and Colonization, Victorian, and Modern.
Objective:
To make it from the age of the Neanderthals to the modern world.
General Rules:
1) There are to be only bloodlines going from your original families. However, only during the Roman stage, you may add one single, adult CAS Sim as needed to the mix. These Sims may be of any class, however choose wisely.
2) Anytime anyone gets into a fight, the loser must be killed by your method of choice. (If the stage is after the Neanderthals, then you are to place their grave in a community graveyard. This is the only way you are allowed to purposely kill Sims in this challenge.)
3) Neighborhood rotations!
4) The women are to take the mens’ last name.
5) No cheats aside from move_objects on (For decorating houses and un-glitching things) and familyfunds.
6) Every time you woohoo, you have to try for baby.
7) Every time someone marries out of their social class, they are to take on the higher of the two classes.
8) After the Neanderthal Stage, seasons are set to summer, fall, winter, spring.
9) After the Neanderthal Stage, all objects are allowed for the most part aside from electronics and specified restrictions per social class and during the Dark Age. However, things such as the Telescope weren’t used until the Renaissance, so use common sense on what to use and what not to.
10) Salary caps mean that Sims in a specific class may not earn more than that salary. If they are accidentally promoted or earn more than that amount for any reason, then they must quit their job.
11) Women may not take jobs, however, they may earn money around the house by painting, farming, assisting a home business, etc.
12) Sims 2 Style Aging or Aging off (keep track of days played)
13) No Vacation until Renaissance
Neanderthal Stage (3 generations):
Basic: Welcome to the prehistoric times, Simmies! In the today's world we may think that we have all the knowledge, but can modern Sims last in this ancient world? Like all challenges, you must start with humble beginnings. Humble indeed!
1) Start with five couples of various skin color, each with an adult male and female. Each couple is to move into a small lot, placed next to each other and near water.
2) The couples are to interact only with each other. They may not even greet townies or NPCs.
3) The couples are to try for babies as frequently as possible. As soon as one baby is born, then try for another.
4) They cannot get jobs. They are to make their living by farming, and survive by farming (including orchards) and fishing as the only food source. You cannot do anything else to earn money, including digging for treasure.
5) Their funds, upon moving in, should be set to $3,000.
6) Seasons are set to summer year-round.
7) Objects allowed:
One small shack
5 beds (tents or the lowest cost single or double bed. Double beds and tents count as 2 beds.)
1 cheap loveseat
1 cheap stove/bonfire
1 cheap counter
1 cheap phone
Cheapest table and three cheap chairs
crops and trees (you may have to find seeds)
A pond
One sink
One cheap shower
One toilet stall or the cheapest toilet
One cheap dresser
One fridge
8) Once the kids grow up, they are to each buy the same size lot as their parents and have their funds set to $3,000, with the exception of the oldest two, who may live on their parents’ farm. (They both don’t have to, but one must.)
9) As soon as you have gone through 3 generations, move on to the Roman Age
10) Ranks are developed based on which family has the most money. To find out which has the highest rank, take any families with the same last name and add them together. Whichever family has the most money are the Emperors, the next are the Patricians, the next are the Plebeians, and last are the Slaves. There should be more Slaves than Plebeians, more Plebeians than Patricians, and only 1 Emperor’s family.
Roman (4 generations):
Basics: Now that humanization has progressed from the stages of early life, those who are smart enough to earn money have distinguished themselves as the most important in society. The great Roman Empire rises under the rule of only the richest, upper-class elite, and in comes the first period of great learning.
Emperor’s family:
1) The total amount of money calculated in step 10 of the Neanderthals is the amount of money the Emperor can begin building his Palace with (along with a bonus of $35,000). The Emperor’s family must start out with a large lot. Each additional spare child of the Emperor must be sent away upon marriage with a $5,000 gift. If relatives who are best friends with the Emperor are low in money and the Emperor has extra to spare, then you may subtract funds from the Palace and add them to the relative’s house.
2) Can marry Patricians only, or other blood relatives. They are the top of the top. They can take any job they want (Aside from the Emperor. He must be in Politics or Military), hire a maid, and just about buy anything but electronics and hot tubs. (Use your common sense, though. Ask yourself if Romans would have certain furniture.)
3) The Emperor is the eldest male in the family. The eldest male of your richest family from the Neanderthal Age is the starting Emperor. If he has no male descendants (unlikely) then as soon as he dies, then the next oldest daughter takes the throne, and her husband becomes Emperor.
4) The Emperor must have at least two Slaves or servants working for them.
6) Emperor’s family may stop having kids after giving birth to two boys. Keep in mind, though, they could get accidently murdered if another Sim assaults them on free-will.
7) Teens must go to school. The heir may take a job in politics
Patrician Families:
1) Start with a large lot, and give each Patrician family a bonus of $20,000. Patricians may take any job, aside from the heir, who must take a “respectable career” (Example: Medical, Politics, etc). If you are planning on having a Patrician male marry a descendant of the Emperor, then they must have a job in Politics. If a daughter is planning on marrying a descendant of the Emperor, then she must have a $3,000 gift in her inventory. If a daughter is planning on marrying the Emperor, then she must have charisma maximized, and a gift of $5,000 in her inventory. Salary cap: $1000
2) Can marry Patricians, Emperor’s Family, and non-heirs can marry Plebeians.
3) May have a slave or servant.
4) May stop having kids after four kids are born.
5) Must send their teens to school. The heir also cannot take a teenage job.
6) May own community businesses, as long as they aren’t too extravagant. Also may own farms, however a small farm requires 1 Slaves, a medium one 2 Slaves, and a large one requires 3 Slaves.
Plebian Families:
1) May take jobs in anything but a “respectable career”, or that a modern person would have to attend college for. Salary cap: $400.
2) May own community businesses, as long as they aren’t too extravagant. Also may own farms.
3) May marry Patricians, Plebians, or Slaves.
4) Girls must have a $1,000 gift in their inventory if marrying a Patrician. No gift is required for slaves.
5) May stop having kids after 6 are born.
6) May choose to send teens to school. If they are not sent to school, they are required to work at home or as a live-in-servant for Patricians and the Emperor’s family.
Slaves:
1) May take jobs working for Patricians, Plebians, or the Emperor’s family. They are not to be paid.
2) As soon as a slave is married, they are required to move away from their master’s house and into their own house (small lot)
3) Slave women must take jobs working for any of the other classes until they are married.
4) Slave men may take jobs working for other classes, or a job in Criminal. Salary cap: $400.
5) May never stop having kids.
6) Slaves houses may not have a bathtub, and can never have anything above the cost of $1,000. If they do, and a member of the Emperor’s family walks past the house, the adult male Slave is accused of stealing and is killed at the Coliseum within 3 days of the accusation. If the adult male is already dead, then his wife is killed, then the decreasing order from oldest to youngest.
Community Services
1) Roman Coliseum: Anytime a slave is caught having romantic interactions by their master, or is caught with an object that costs over $1,000, they are subject to the death of your choice at the Coliseum. The coliseum should be a large community lot. Once every seven days, a slave must be randomly chosen to be killed in the Coliseum. You can select them randomly by putting all the names of slaves into a draw, adding a name for each slave born, and removing one once it has been drawn.
2) Bathhouse: A community bathing lot should be complete with a pool, hot tub, sink, and bathtub. You may also include a toilet.
3) Add all rabbit holes and job lots (jynx's rugs are recommended but not required)
Dark ages (3 generations):
Basics: The Empire has fallen, and the Black Death and Vikings sweep across the land. Those who were once rich isolate themselves into individual manors, and cling to Feudalism for support and protection. The Emperors dissolve into monarchs, the Patricians into Lords, the Plebeians into Vassals and Vikings, and the Slaves into Serfs. Whenever someone falls sick, there is no other option than to kill them. The more children for protection, the better. There is no limit to the number of children you can have. Old customs are forgotten, and any NON-HEIR can marry anyone from any class. Heirs are restricted to marrying people of their own class. Villages are abandoned, and therefore community lots are destroyed.
Monarchs:
1) Live in a medium lot clustered around the houses of 2-4 lords and 4-6 vassals.
2) May take any job except Law Enforcement, Politics, and Military. $600 salary cap.
3) If any object above $3,000 is purchased and a Viking walks past the lot, the entire family is to be killed, and the Viking’s family comes into possession of the object.
4) Teenagers must go to school.
5) One of bookcases (cheapest) is allowed.
6) No recreational objects are allowed, aside from the bookcase. This rule applies to any musical instruments, telescopes, chess tables, etc.
Lords:
1) Live in a 30x30 lot.
2) May take any job except Law Enforcement, Politics, and Military, and PI. $400 salary cap.
3) If any object above $3,000 is purchased and a Viking walks past the lot, the entire family is to be killed, and the Viking’s family comes into possession of the object.
4) Teenagers cannot go to school.
5) No recreational objects are allowed.
6) Must give a gift of $1,000 to their Monarch every 7 days.
Vassals:
1) Live in any lot smaller than 30x30.
2) Must make their only income from farming.
3) At least 2 Serfs are required to work as farmers.
4) Must give a gift of $200 to their Lord every 7 days.
5) Teenagers cannot go to school.
6) No recreational objects are allowed.
Serfs:
1) Must have a positive relationship with their Vassal before marrying anyone.
2) Only upon marriage may Serfs leave their Vassal’s land.
3) Teenage Serfs must be sent to work for a Vassal. These Serfs may not attend school and must work as a full-time farmer.
4) If a Viking walks past a house with no Vassal and only Serfs, the family is to be killed.
5) Serfs may not get a job, but earn money by any other means necessary.
Vikings:
1) Parents may never befriend their children.
2) If a woman befriends another male Viking, they are forced to reproduce. If they are caught cheating, then the husband must fight the other Viking. If the husband wins, then the wife and other Viking are to be killed. If the other Viking also had a wife, then the Husband must marry her. If the Viking wins the fight, then the husband is killed and this Viking must continue to reproduce with her until she is an elder. If the Viking is unmarried, then he is required to marry her. However, if the woman befriends another Viking and is caught cheating once again, then the cycle starts all over again. Please note that this section has little historical reference, but is merely dramatized for plot twists.
3) Anytime someone walks past a Viking’s lot, then they are killed and the Viking wins money. If it is a Monarch killed, he is awarded $1,000 If it is a lord, $700. If it is a Vassal, $200. Serfs are killed anyways, but no money is gained. If another Viking walks past, then he/she is not killed.
4) Vikings may take jobs in the Criminal Career only, salary cap $500
5) No recreational objects are allowed.
6) Teenagers cannot go to school.
7) Women must marry.
Medieval & Renaissance (4 Generations):
Basics: With the fall of Vikings and the Black Death, governments emerge once again. Community lots develop, and old customs and learning once again emerge. Lords blend into Nobles, Vassals and Vikings blend into Merchants and Knights, and Serfs blend into Peasants. Learning resumes and sickness no longer claims millions of lives. For some young men, university life finally awaits.
Monarchs:
1) Must live in a large lot.
2) Must have at least one servant, and one Knight.
3) May stop having kids after one son; however keep in mind that if that son is killed, and the family is unable to reproduce another, then the entire family is demoted into Nobles.
4) May take any job; however heirs must take a job in either Politics or Military.
5) Male teens must go to school
6) Can marry Monarchs and Nobles.
7) No teenagers may take jobs.
8) If a monarch is attacked, and a Knight has higher body skill than the attacker, then the attacker is killed. If the Knight has less, then the Monarch and Knight are killed.
9) Monarchs must start with a no relationship with their Knight. Once per week, their relationship increases by one level ie) acquaintance->Friend->Good Friend (unless the Knight undertakes a quest (See Knight rules)).
10) Teenage girls must be sent to Finishing School (Boarding School)
Nobles:
1) Must live in a large lot.
2) Must have either a servant or Knight.
3) If a noble is attacked, if a Knight has higher body than the attacker, then the attacker is killed.
4) Heirs must marry Monarchs and Nobles, however non-heirs can marry Merchants or Knights also. They can fall in love with and reproduce with a Peasant; however if they are caught by anyone with a relationship lower than 50/50 then consequences occur. If they are male, then they are demoted to Peasant and can marry their lover. However, if it is a female, then she and her children are punished and isolated in her parent’s house. No visitors may visit her, however once her children turn adult, if they have maxed charisma, creativity, or logic, then they may leave. If they have maxed body skills and are at a relationship less than or equal to acquaintance with the woman’s parents, then they free the whole family and kill the parents. If they have maxed body and are at a relationship greater than or above Friend, then they find a way to escape and their whole family is freed. Please note that this section has little historical reference, but is merely dramatized for plot twists.
5) Teenage non-heirs may take jobs.
6) Heirs can be females! However, only one out of every 5 Noble families can have a female heir.
7) May stop reproducing after two children are born.
8) If a Noble is marrying a Monarch, then they must have a job in Politics or Military, and have logic, writing or charisma maxed. If a female is marrying a monarch, she must also have a gift of $3,000 in her inventory.
9) Males may take any job; However females may only be a part of the Education career or run a daycare
10) Salary cap: $900
11) Teenage girls may be sent to Finishing School
Merchants:
1) Must sell goods ie) seeds, metals, gems, rocks, bugs, etc.
2) Teenagers can take jobs.
3) Male Teens must go to school
4) May marry only Knights, Nobles, Merchants, and Peasants.
5) If marrying a noble, the Merchant must have either logic, creativity or charisma maxed. If a female is marrying a noble, she must have a gift of $1,000 in her inventory.
6) If a male Merchant has maxed body, then they may become a Knight.
7) Must have at least two children.
8) Salary cap: $600
9) May go on Vacation on Business
Knights:
1) May take jobs as Guards for the jail, working for Nobles and Monarchs, or work in the Military or Law Enforcement. Salary cap: $600
2) Males only!
3) Live in medium lot.
4) The first-born male child is born a Knight; however women are born Merchants (if the Knight works in a career track or as a Guard) or Nobles (if the Knight works for a Noble or Monarch). Other born males may choose to be a merchant or knight.
5) Can marry Merchants, Peasants, Nobles, or Princesses (Monarch daughters). However, if the Princess is caught doing romantic interactions and the Knight’s relationship is less than a friend with the King, then the Knight is to be demoted to Merchant level. If a Knight winds up accidentally getting a Princess pregnant before marriage, then the Knight is sent to jail and the Princess’s baby is sent away. If she visits the knight and becomes pregnant again, then the Knight is killed and the Princess is thrown out of the house along with her child.
6) OPTIONAL: Knights may take on quests to rescue princesses, fight a monster, etc. You can choose these quests. These quests will raise your relationship (You pick the amount varying on quest difficulty) with the King every time one is completed.
Peasants:
1) May take jobs as Servants or an “un-respectable” career. Salary cap: $400
2) Male teenagers may go to school.
3) Can marry Peasants, Knights, Merchants. They may fall in love and reproduce with Nobles; however, this carries consequences (See the Nobles rules)
4) If they possess an object worth over $2,000 and a Merchant, Noble, Knight, or Monarch with a relationship less than Good Friend walks by, then they are accused of stealing, and the eldest male is sent to prison.
5) Unlimited number of kids.
6) May not go on Vacation
Community:
1) Jail: Stony prison that contains the living quarters for prisoners. People who also have negative relationships with the king are sentenced here. People may visit the jail from 8:00 a.m. to 6:00 p.m. Breakfast are quick meals (Cereal, Bread and Jam, etc.) served at 7:00 a.m. and dinner is autumn salad served at 7:00 p.m. Prisoners may carry out romantic interactions with visitors if it is their wife or the girl they are courting; however if a guard walks past, then the prisoner misses the next meal. Jail cells are to have see-through windows, or a fence that stretches to the ceiling to replicate bars. There are to be two guards.
2) A variety of other community lots are acceptable.
3) Witch hunts: Once a week pick any sim at random and accuse them of witchcraft, they are to be sent to jail and later be executed within the week, and if any supernatural is exposed ie) transforms, uses magic, uses fairy magic, etc. is found out in public they are to be executed (This does not count to the randomly chosen accused).
cont...