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Alchemist
Original Poster
#1 Old 14th Mar 2013 at 1:56 AM Last edited by aelflaed : 20th Mar 2013 at 11:48 PM. Reason: updates
Default Colony
This is a challenge I originally devised for Sims 2 but nver finished. I have now been playing (and tweaking) it with Sims 3 for a couple of weeks. Maybe some of you will enjoy it too.

Ambitions is required. Other expansions should be optional. I have attached a Pdf file for those who would prefer to download the challenge that way. The Pdf has tables for the specialists - don't know how to make that happen in the post, sorry.

COLONY (Sims 3, AMB req'd)
You are part of the crew on a survey ship, inspecting new planets for habitablility. There aren't many such planets, and your captain presses on, further and further from the spacelanes, in the hope of a good find, and the bounty that goes with it. Finally there is a world that looks hopeful. The captain names it Ragnarok 5. A 4-person survey team heads planetside, with their tents and prefab lab facilities, to investigate more closely.
Only hours later, something goes horribly wrong on the main ship. An explosion in the engine room? Whatever it was, many lives are lost, and wreckage rains from the sky above the survey camp.
The survey team and their minimal facilities are now the only hope of survival in this unknown environment. No one knows when help will arrive - or if. You are a very long way from civilization as you know it, off the maps and without communications.
It is quickly discovered that, while the planet may be habitable, it is by no means ideal for human comfort. Radiation levels increase sharply at night, making it unsafe for anyone to be outdoors after dark. Packaged rations are limited. Your sims must scour the area for supplies, at risk of life and limb. There will be plenty of trial and plenty of error.

*************************
Home Lot Setup
4 sleeping spaces (tents, sleeping bags, beds, couches)
fridge, two counters
sink, shower, toilet
table, four chairs
three lights
cheap bookshelf
cheap computer
shelter - one living area up to 30 tiles, 6-tile bathroom annex.

- Yes, the shelter will be cramped!
- Once you know your starting team, you may be eligible for extra space or items.
- You may landscape the lot if you wish. Use money cheats during this stage if you like. No home pond unless you have a surveyor. No fencing unless you have a security officer.



Money, Careers, Selling Stuff
There are measures to keep funds down, especially in the beginning. If you can't afford walls for a new room you want, think of it as reflecting the difficulty of collecting building materials from the environment.
- No money from nowhere; no mail order! It will be a while before there are shops, or anyone outside the immediate household to sell things to. Also, someone has to leave the lot to buy or sell anything, whether you imagine them travelling to the local shop or to some distant supply centre. Penalty rolls apply whenever sims leave the lot.
- Sims can use 'raw materials' (collectibles, sculptures, inventions) for creating other things. There is no penalty roll for using such resources.- your sims already took the risk when they were collected.
- Art, inventions, sculptures - you may only sell one in four of these items, unless it is used as raw material for something else, or you have a cultural officer. Scrap the rest before they are finished.
- Surplus fish and produce may be sold once you have a Grocery Store.
- Written novels may be sold after achieving Level 6 - use "Refine Skill' until then.
- Sims may take employment offered by available community buildings, once you have them. Remember the penalty roll for leaving the lot, though - home-based careers are less risky.
- Your sims may register for self-employed careers once you have City Hall.
- Ignore any Opportunities until you have multiple households.

Salvage and Collectibles
Sims will source their food from the land, build out of local materials, and create furnishings from found objects or the remains of their ship.
- Random but useful furnishings can be salvaged from the survey ship (aka 'junkyard') Collect the damaged item, take it home and use the 'replace' command to get a new, usable version. Furnishings can also be created on a sculpting station. Since the junkyard spawners and sculpting station give random results, not all items will be available this way. There are two ways to get furnishings direct from the buy catalogue:
- Kids and teens going to school represent foraging parties - the household may add one object per day from the buy catalogue. You have to pay for it, of course. And have kids. Luckily, the schoolbus is armoured, so no penalty roll is needed for school attendance.
- You may also collect scrap, metal ore, rocks etc from the environment, and redeem them when something is needed. The exchange rate is two collectibles per footprint tile of the desired object .A chair is one tile (two resources), a fridge is two tiles (four resources). Unwanted sculptures or inventions can be repurposed at the same rate. Sell the 'raw material' when you make the exchange.

Starting Team
Your sims may be members of the survey team, or survivors from the main ship. Roll dice, or use an online random-number app, to determine your initial sims. If you get the same specialist twice, you may roll again. Start with a minimum of four sims, and a maximum of six. All the founding sims should be YA or Adult. They should not be related to each other. Appearance, traits etc are up to you. Non-human life-states are at your whim, but most will probably take the challenge out of the challenge.

Team member -Specialist in - Starting Advantage (founders only)
Surveyor - water - plumbing for an extra 5x5-tile area. (pond, pool, bathroom)
Geologist - rocks, metals - start with sculpting station
Botanist - plants - gain gardening skill without penalty
Biologist - animals, insects - start with three buydebug plants
Security Officer - defence - build fencing, leave lot without penalty
Medic - healing - no fatalities at home (rolls of 6 are normal injuries)
Bridge Officer - governance - add a junkyard (the wreckage of your ship) to the town
Cartographer - mapping - start with an easel or drafting table
Engineer - construction - start with an extra room, up to 5x5 tiles.
Caterer - cooking - start with a stove or BBQ
Technician - electronics - start with inventing bench or two additional electronics items.
Cultural Officer - art, music - may sell every second crafted item
Shuttle Pilot - exploration - start with one motorised vehicle or two bicycles
Records Clerk - paperwork - funds after move-in are raised to $1000

- Once your team is ready, move them in, using money cheats if necesary. Add any founding items you are entitled to. Then, reduce their funds to $100 - unless you have a clerk to fiddle the books.


Penalties
This is an alien environment. Everything is unknown, and there are many dangers. Fortunately, the team learns quickly! As their skills and knowledge grow, the risks will be less.
- Every time you try something new, there is a chance of failure. When your sims:
- leave the home lot, anything can happen to them.
- plant an unknown seed, it may be poisonous.
- catch un unknown fish, it may be toxic.
- gain a new skill level by practising, they may be injured. Studying from books is safe.
- interact with an unfamiliar being, animal or insect, you may be stung or attacked. Once townies, service sims, aliens etc appear in your world, each playable's first encounter with them requires a penalty roll in case they turn out to be hostile. New playables don't count.
- All sims must be indoors at night. Sims caught without shelter for more than half an hour after dark suffer radiation sickness. Sims travelling inside a vehicle are protected, and should be able to get safely from the vehicle to the shelter. Just don't let them get distracted!
- It is unsafe to swim in oceans or lakes. If your surveyor builds a pool on the home lot, this water has been treated for safety. Once your world has a Science Centre, your scientists are able to treat larger amounts of water, making it possible to build pools on any number of lots. Sims born in the third generation (grandchildren of the survivors) (or later) are sufficiently naturalised to the alien environment: they may swim anywhere, and stay out after dark.

Each time a sim does a penalty activity, roll a die (D6). For leaving the lot, the roll can be made any time after they leave and before they return home. Group activites are a single roll for the group. If you have an appropriate specialist, they can protect the group they are with. Penalties stack - if a sim leaves to go fishing, roll once. If they catch new types of fish while out, make a roll for each unknown species. If they gain fishing skill, make a roll. However, if you send a biologist fishing with them, both sims may gain fishing skill freely because of the biologist's expertise. Toddlers and children do not need to make penalty rolls for skilling or attending school.

Odd numbers on a penalty roll are safe, even numbers mean your sim was adversely affected. Sims 'poisoned' or 'injured' by an activity must spend time recovering. Immediately, cancel any queued actions for that sim, and send them home if they are elsewhere. No further commands may be given to that sim until noon the next day. Actions may be cancelled if necessary. Penalty rolls are not required for autonomous skilling by sims in recovery.

Rolling a 6 means a sim may be fatally wounded or poisoned. Roll again - another six means death. You must then kill, kick out or otherwise remove the sim any way you prefer, but they may never be playable again. If the incident affects a group, roll again to discover which sim is killed. 'Dead' sims must be removed from play within 24 sim-hours of the incident.

Any sim with Athletic 10 may leave the lot without a penalty roll. They do not have to be a soldier. However, they can only protect themselves, and any other sims on the outing will still have to make a penalty roll. Everyone still has to make required penalty rolls for activities during the outing.

Furnishings can be placed outside during the day, but must be brought in at dusk. Anything left outdoors overnight will be damaged by radiation, marauding alien wildlife, etc. Damaged items must be deleted. Build items, including pools, are exempt because they are made from local materials. Plants and animals are indigenous, and therefore also exempt. Vehicles are space-grade, and do not have to be garaged. If your survey team begins with tents, these will last one week before they are destroyed by the elements. After that, replace them or find a better solution!

The team will have to produce their own food. Supplies in the survey camp provide enough for 'quick meals' only. To cook, you must farm. Once there is a grocery store, it will be possible to purchase such luxuries as meat and cheese.

Specialists
- once a founder maxes their required skill, the entire colony benefits from their expertise.
- After the founders, any Teen or older who maxes a skill may take on the connected specialist role.
- Sims may not combine specialisations, but may choose to take on a different specialist role if they max another skill. Not every sim has to be a specialist.
- When a specialist dies, their advantage is lost unless a new sim takes on the maintenance of that area. If you lose your botanist, for instance, farming becomes risky again.No new lots may be started without an appropriate master specialist, nor may new plumbing or electrics be installed. Established lots other than the current household are not affected by the loss of a specialist.
- If your founding specialists are not what you would like, train them for a different role! So you might start with a caterer, getting a stove, but then train them in medicine so your sims will live longer. However, founders are only eligible for their original starting advantage.

Specialist - Skill Req'd - Permanent Advantage
Surveyor - Handiness - town plumbing system for all lots
Geologist - Sculpture - new items are of local materials and may be left outside
Botanist - Gardening - any sim may garden without penalty rolls
Biologist - Fishing - any sim may fish without penalty rolls
Soldier - Athletic - any sim may leave the home lot without a penalty roll
Medic - Charisma - no fatal rolls for skilling.
Bridge Officer - Writing - enables new rabbitholes, one per week.
Cartographer - Painting - enables new residential lots, one per week
Engineer - Logic - allows multi-storey buildings.
Caterer - Cooking - allows new community lots, one per week
Technician - Inventing - generators power up to ten tiles of electrics per lot
Cultural Officer - Music - allows new community lots, one per week
Shuttle Pilot - Athletic - allows new residential lots, one per week
Records Clerk - Logic - allows new rabbitholes, one per week.

New Lots, New Sims
- New playable sims can be added as necessary, but don't keep their money! New sims added before the birth of the colony's first child are founding sims, qualifiying for their starting advantage. Later additions must max a specialist skill to gain any advantage for the colony.

- You can marry in service sims etcetera, if you like, after you have City Hall.

Finishing
Eventually, this empty planet will become home. Once the population is too high to be worth keeping track of specialists, or you have all the homes and facilities you want, the challenge is finished. Or will your colonists build relationships with alien lifeforms, and benefit from their knowledge? If you have WA, travellers could be interacting with indigenous civilizations, or stumbling upon other settlements of survivors. Perhaps the world is not so empty after all.

Have fun!
Screenshots
Attached files:
File Type: rar  Colony Sims 3.rar (79.6 KB, 197 downloads) - View custom content
Description: updated 21-3-2013
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Test Subject
#2 Old 16th Mar 2013 at 5:14 AM
Setting up this challenge as I speak.
Alchemist
Original Poster
#3 Old 18th Mar 2013 at 3:18 AM
Oh good! Let me know how you go. It's obviously still a work in progress. I just realised that toddlers and kids will be skilling - but they shouldn't make penalty rolls for that until they are teens.
Instructor
#4 Old 18th Mar 2013 at 9:23 PM Last edited by owl_face : 18th Mar 2013 at 9:49 PM.
This really appeals to the table-top role-player in me. I've already rolled for my starting team (I've got Surveyor, Biologist, Security Officer, and Cook), and I'm going to start making them in CAS right now. I have a question, though: is there a benefit to building fences? One of the abilities of the Security Office is that s/he can build a fencing, but I'm not quite sure what the benefit is. Sorry if I missed that in the rules.

EDIT: Also, how do you feel about different life states, such as fairies? Are they too cheat-y for this challenge?
Alchemist
Original Poster
#5 Old 19th Mar 2013 at 2:36 AM
The guidelines are as minimal as possible - I hate 20-page documents just for the rules of a challenge. So, sorry if there is a lack of explanation on some things. It can be updated as people come up with points which need clarification.

The advantage of fencing is keeping critters off your food plants. I haven't found that much of an issue, but you could be unlucky. The intention is that a founding Security Officer can build a fenced area with the default starting money, before it is reduced to $100. After that you would need to spend some of your minimal funds on fencing if you want it, same as for other building materials.

I don't play with different life states, so don't know exactly what effect they would have. I suspect they would take the challenge out of it, but you can choose how you feel about that.
Instructor
#6 Old 19th Mar 2013 at 4:39 PM
Ah, okay. I've also never had a problem with critters eating things, but I'll put a fence just in case. Thanks!

I was initially going to make a fairy thinking she could be some sort of alien or something who was on the original ship, but I decided she was too cheat-y and the wings didn't match the sci-fi aesthetic.
Alchemist
Original Poster
#7 Old 20th Mar 2013 at 5:11 AM Last edited by aelflaed : 20th Mar 2013 at 5:12 AM. Reason: spelling
A while ago, I had a world where the wild animals did try to eat my vegies - but the block was very not-flat, and it seemed they couldn't find a flat space next to the plants to nibble from! They would come and stand nearby, with the route-blockage bubble. After looking wistful for a bit, they would bound off. And be back an hour later, rinse, repeat. Amusing to watch, and a relief as that family needed every harvestable they could get.

I'd be interested to know if people playing this find the food stuff too easy. I restricted fruit trees because they produce more than bushes, but there has never been a food supply issue for my sims - starting with three buydebug plants meant they didn't have to wait for the first plants to grow, and they had a biologist so fishing was easy. Maybe it would be better to make the first plants start from collected seed. Then the survivors would have to live on ready-meals for a few days at least, and risk their lives to get the seeds as well.

I have lost several of my original founders, which was sad especially when the Bridge Officer had nearly reached her permanent advantage, or when losing the Cultural Officer made painting much less lucrative. But replacing the dead with new founders did get me a medic, a botanist and an engineer in the end, before the first child was born. And another Cultural Officer came along too. If they were entitled to buy or build something as a founder, I did that with 'free' funds before returning the total to what it was before they arrived.

I'm not sure if the death rate is well balanced - it has been reduced a couple of times becuase I was finding it too much. It started as 6 = instant death, then 6 + any even number = death, and now only if you roll 6 + 6. Feel free to use a harsher system if my published one is too soft for you!

I currently have four maximised specialists, two of whom have also maxed Athletic, so they can go out freely. Rolling failures while skilling certainly slows down the rate to maximize a skill, makes you think twice about working sims on unnecessary skills (which might kill them), and gives recovering sims time to get to know each other.
Lab Assistant
#8 Old 20th Mar 2013 at 6:33 AM
I changed the Death roll to 5 or 6 you have to roll again and if you get 6 then death, it just makes it touch more harder.
I got lucjy and got a Botanist and a Bioligist to start off with so fishing and gardening weren't to hard.
With supernaturals I think you should allow werewolves + witches because they seem the least cheaty. The genie could also be allowed but it can summon perfect food and instantly clean the lot so its up to you
Instructor
#9 Old 20th Mar 2013 at 1:11 PM
I do think it's too easy to start off with three plants, especially with a cook. My sims have not run out of a good source of food, and I haven't had to plant any new plants so far (thus decreasing the chance of death). I think it'd make more sense to start off with either no plants or just one plant.

So far, I haven't lost anyone--I've just had a lot of injuries. I'm playing it as even number + 6, but I might increase the odds soon. I've also maxed out two of my founders (my surveyor and my security officer). Having a security officer makes it easier to find resources, so I already have a little bedroom. I'm also playing in the world Pixie Gardens, which is really small and seems to have above average spawners when it comes to gems and metals.

Werewolves and witches seem reasonable, though witches can conjure resources and werewolves can hunt for them. Maybe some sort of penalty for using magic should be put into place, just to even things out?

I've been taking pictures to keep track of everything:

My sims "beaming down." From left to right: Serena Sayer (Cook), Hyun Song (Biologist), Zenith Jones( Security Officer), and Xander Maddox (Surveyor).


Zenith is easily my favorite. I'm always worried she's going to die while skilling up or something.
Alchemist
Original Poster
#10 Old 21st Mar 2013 at 12:03 AM
I have updated the thread and PDF. Botanist founders may now start with three plants; otherwise, seeds must be collected before farming is possible. Supernaturals etc are at the player's discretion. Clarified a few minor items. Thanks for your feedback!

Jury is still out on the death risk. I think it may be too soft as it stands, but it also should not be too frustrating.
Instructor
#11 Old 21st Mar 2013 at 4:32 AM Last edited by Howabominable : 21st Mar 2013 at 4:51 AM.
Is skilling writing on the computer safe, or do I need to roll whenever my sim skills up while doing that?

Also, can we sell scrap from the junkyard or do we have to hang onto it until we can get an inventing table up?

So far, it's been fun. Built a pond on my lot using my surveyor to make fishing for my Botanist easier, and planted 3 herbs. A llama showed up from the University and assaulted/injured my creative officer. Built a huge chain-link fence where sims have to go through multiple gates to enter their compound to keep out the undesirables.

EDIT: Eff, my security officer just died leveling her gardening skill. Didn't even last 24 hours. Bye-bye! I've knocked up two of my remaining sims, because if I don't start repopulating soon this game is going to be over fast.
Field Researcher
#12 Old 21st Mar 2013 at 5:22 AM
Is this what "role playing games" are (in reference to The Sims I mean, I know what they are outside of it)? I have heard the term being used in regards to The Sims, and I didn't understand what people were talking about.

It sounds really neat. I wish I could see someone doing it though, just so I had a better feel for how it works. Like when you roll a bad number, do you just make up what happened to the character yourself, as part of your "story"?
Alchemist
Original Poster
#13 Old 22nd Mar 2013 at 7:09 AM
Yes, ChaoticMoira, it's just a way of deciding outcomes for yourself, and it is as 'real' in your game as you imagine it to be. For instance, when someone fails a penalty roll, you can just follow the guidelines (leave them alone until noon next day, etc). Or, you can say to yourself "That sim just cut themselves badly with a paintbrush, they will need the rest of the day to recover.", or "Oh no! Sad Sim fell off the rocks while fishing, and cracked her skull. Shame there are no hospitals. She died before anyone found her." It is what you make of it.

Howabominable, writing on the computer is subject to penalty rolls, same as any practical skilling. Only skilling by reading books is protected (it didn't seem fair for sims to die of a papercut while reading in bed!). You will appreciate the bookstore when you get it.

I haven't used or sold any scrap so far, as I have had a painter to earn money. I think it is okay to use scrap as a raw material. You can sell scrap metals like other collectibles, but they should be brought home first - so collecting and selling doesn't happen in the same trip. Otherwise you can send out a sim, collect everything and sell it, all for just one penalty roll - too easy.

Remember you can add more CAS sims to the household if you like - unless you prefer to see if any of the original team can last the distance! I added several new sims before the founding generation passed - gives you a chance at more advantages, and keeps up the population in the early stages. I think of the newbies as other survivors, who took a while to find the base camp after the crash. They were part of the crew already, so there aren't even penalties for meeting them, unlike townies...and, apparently, Llamas.
Instructor
#14 Old 23rd Mar 2013 at 1:56 AM Last edited by Howabominable : 23rd Mar 2013 at 4:01 AM.
Thanks, I'll reroll a new sim and see what the random number generator will give me. I'm bummed it was my security officer though, I liked her.

EDIT: Next day, my biologist died too. Dangit.

Here's my original crew (only two days into exploring Lunar Lakes and two are dead):


Name: Shara Noland
Role: Bridge Officer


Name: Sonia Kern
Role: Security Officer
Cause of Death: Grabbed and forced underground by a giant, angry vine while gardening.


Name: Ray Lincoln
Role: Technician


Name: Marcus Dietrich
Role: Biologist
Cause of Death: Attacked by a strange creature while scouting out a pond.


Name: Jammie Bonner
Role: Creative Officer
Test Subject
#15 Old 23rd Mar 2013 at 3:48 AM
I'm about to start this challenge, and I really love the plot. Thank you for all the work that has gone into it. I do have a question. What do you mean by "rabbitholes"?
Instructor
#16 Old 23rd Mar 2013 at 4:04 AM
Added two more to my crew to replace the ones that died.


Name: Rochelle Steward
Role: Geologist


Name: Santos De Jesus
Role: Shuttle Pilot

I'll admit it, I cheated and used a mod to make Santos alien pregnant for storytelling purposes.

Quote: Originally posted by Vashtiuthpisces
I'm about to start this challenge, and I really love the plot. Thank you for all the work that has gone into it. I do have a question. What do you mean by "rabbitholes"?


Rabbitholes are those community buildings that sims enter and disappear in, like a hospital. They're different from community lots, where you can see your sims and make them do things there. But inside the restaurant/grocery story/businesslot/etc, you can't see or control them, and they're called rabbitholes.
Alchemist
Original Poster
#17 Old 23rd Mar 2013 at 7:20 AM
Hope the concept of rabbitholes is clear now, Vashtiuthpisces.

Thanks for explaining, Howabominable! I like your method of recording creative causes of death for your sims.
Field Researcher
#18 Old 24th Mar 2013 at 9:11 AM
Thank you, aelflaed. I am going to try this one after I finish the challenge I just started. I hope there isn't a time limit to participate. This is a really new concept to me. I really like it.
Instructor
#19 Old 25th Mar 2013 at 9:27 AM
I love all the deaths, Howabominable! (well, I don't love that your sims died--I just like the causes of their deaths :p)

I have a question, aelflaed: if a sim gains the ability to place rabbit holes, community lots, or residences, do they need to have a certain number of resources? Or is it for free?

I'm also working on a custom world, and I might restart the challenge with that world. I'm excited since it's my first custom world! :D
Alchemist
Original Poster
#20 Old 25th Mar 2013 at 11:31 AM
There's no time limit on challenges - it isn't a competition, just a suggestion for a different way to play.

So far I am letting community lots, new houses etc, be built for free. If you want it harder, you can make your sims earn the money for them, or achieve their lifetime wish, or whatever method you prefer.

In case anyone wonders, I am mostly away for the next ten days or so. I'll check in maybe once or twice more, then not until after Easter. In the meantime, have fun!
Mad Poster
#21 Old 25th Mar 2013 at 2:05 PM
OP, which neighborhood are you using for this challenge?
Instructor
#22 Old 25th Mar 2013 at 6:42 PM
Quote: Originally posted by christmas fear
OP, which neighborhood are you using for this challenge?


Lunar Lakes, the alien world.
Instructor
#23 Old 26th Mar 2013 at 4:46 AM
So I made my first world through create-a-world, and I decided to restart the challenge since I didn't get very far on my other save. BEHOLD! Ceres Isle:





I re-rolled and got surveyor (again), biologist (again), botanist, and shuttle pilot. I'll put their pics under a spoiler.

Lab Assistant
#24 Old 26th Mar 2013 at 9:23 AM
Ooooohhhhhhhh! I like your world Owl, could you maybe upload it or atleast add a link so CAW failers like me can have an amzing world like yours :D
Instructor
#25 Old 26th Mar 2013 at 6:06 PM
Quote: Originally posted by maddstar
Ooooohhhhhhhh! I like your world Owl, could you maybe upload it or atleast add a link so CAW failers like me can have an amzing world like yours :D


Thanks! I've uploaded it to mediafire: here it is! I used terrain paints from World Adventures and crystals from Lunar Lakes, but you can download the crystals for free from the store.

It seems to be working well so far. Please let me know if you have any problems--it's my first world, so I'm expecting to come across a major error soon. :p
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