The Pathogen Challenge
So I know the post apocalyptic theme has been done in various ways before, however I've never been able to stick them through because I find them too restrictive for too long and I also don't like playing generations. In attempt to find a happy medium I have created The Pathogen Challenge.
I would like to give credit to
canibalcupcake for the
Zombie Aftermath challenge as this definitely inspired me to make my own.
Pathogen Challenge
The year is 2016 and life as you know it has ended. Six months ago the World Health Organisation declared the United States a no go zone and ordered the immediate evacuation of every town, city and village following the detonation of a deadly bio-weapon. Unfortunately, it was impossible to save everyone and in the chaos that ensued many were left behind. You were left behind. Of those unfortunate enough to find themselves stranded, many succumbed to the toxin perishing or simply mutating into rabid beings who are inherently dangerous to themselves and those surrounding them whilst some managed to forge structures to protect themselves and their loved ones from the deadly threat.
In the beginning little was known about the transmission of the disease but it has now become apparent that the virus is NOT airborne, one can only catch the disease through contaminated water and physical contact with an infected individual. Your group of survivors has been finally been forced to move on from their original shelter due to lack of resources. They have decided that the best chance of survival lies in the city or in an established town where there is an abundance of abandoned commercial properties such as grocery stores which can be raided to help sustain life until the military returns to restore order to the United States.
Your group has six survivors. Your survivors may not be younger than YA.
Phase One - The survivors:
Create your group - There is only one stipulation, make sure that at least one of your survivors has the kleptomaniac trait so they can loot things from other "groups" and places. You are free to choose your survivors Genders, Traits and Lifetime Wishes as you please outside of this one requirement. Your aim is to have an accurate representation of what type of people may survive in this situation. If you're stuck think about the type of people you work/go to school with. Who amongst them could you see as a survivor? What traits/attributes do they have which would help them and you to stay alive?
You may have pets/take in stray animals - They are after all man's best friend and no survivor would leave a friend behind to die.
Next roll a die for each of your survivors to determine what they did before the breakout. (This will help when beginning the challenge to determine what objects could feasibly have been fashioned by a survivor and to help create a balanced group). You may only have one survivor in each career, therefore if you roll a value which has already been assigned to a survivor you must roll until you obtain one that hasn't.
1 - Skilled Professional (You choose if they are an inventor or a sculptor)
2 - Sales/Retail/Service Industry
3 - Doctor (You may choose what type eg. a doctor of medicine or a doctor of science)
4 - Entrepreneur (Business)
5 - Government (You may choose whether they are part of the Police/Military or a Firefighter)
6 - Musician (You may choose if they are a singer or if they play an instrument)
Next we are going to give our survivors some existing skills. It is un-realistic that in the wake of a disaster a group of survivors who had previously all been employed have no decernable skills. To do this I suggest using Master Controller to give instant skills or if you play without this, skilling the sims up before starting the challenge to the appropriate levels.
For each survivor roll a die to determine what career level they were on before the outbreak and use that value to assign them their corresponding skill points, for example:
Skilled Professional = Inventing/Sculpting skill, this survivor was at career level 4 and thus receives 4 mechanical skill points and may purchase either the sculpting workstation or the inventing workstation to aid his/her fellow survivors in setting up a decent base camp.
Sales/Retail/Service Industry - Charisma skill, this survivor will help the group dynamic and aid in establishing a hierarchy later on when rebuilding society.
Doctor Medical - Logic skill, this survivor will tend to any wounds or ailments that the other survivors may acquire and also help prevent them from getting infected. You may purchase the chemistry table.
Doctor Science - Logic skill, this survivor will work hand in hand with your skilled professional to invent and work towards producing chemical reactions which will make your groups drinking and bathing water safe. You may purchase the chemistry table.
Entrepreneur - Charisma skill, this survivor is a skilled negotiator and will aid the group in trading with other local survivors for goods or services which they need to acquire.
Government - Athletic skill, this survivor is key to the groups protection and in making sure that things "get done' around base camp. This survivor is incredibly strong and provides a lot of comfort to the rest of the group.
Musician - Guitar/Singing skill (You may choose Guitar or you may improve this survivors singing ability) A group cannot function without something to morally uplift them. This survivor provides light hearted entertainment for the group and helps to bring moral up when times are tough. If you have chosen Guitar you may place a Guitar in this survivors inventory.
Phew. Your group is ready. Time to move on to Phase Two.
Phase Two - Building your base:
Your group has made a long and arduous journey from a small town 60 miles away. There were many trials and tribulations along the way, but thankfully your survivors are strong and all of them have made it to the city. Your group is searching for a suitable building which can accommodate them comfortably, provide shelter, warmth at night, and safety from the outside world. One survivor has suggested that perhaps a commercial building could do this for them and also logistically put them in a convenient place in the city to raid nearby buildings.
- Your lot can be as big or as small as you wish it to be.
- Delete the mailbox, move the trashcan inside somewhere using "MoveObjects On"
- There is no power or running water in the city thus rendering TV's, electric lights, showers, toilets and sinks useless. You cannot purchase a fridge or a stove at this time.
- You can only have one grill on your lot for cooking.
- You may have as many fire pits as you like, provided your survivors have enough wood to keep them burning.
- You must build something that used to be a commercial property, e.g. Abandoned Factory/Warehouse, Prison, Library etc.
- There are three types of property that you CANNOT inhabt: Hospital, Stores or Schools
- Furnish your building accordingly - What would and would not have made it through the chaos? Is there enough room for all the survivors, what would have been left behind, what condition would the building be in after 6 months?
- You may use candles as much as you wish, they are very easy to raid from drug and grocery stores nearby.
- Beds may be used but they must "fit" the challenge, for example, a survivor could easily make a bed from crates or boxes left behind in an old factory and lay a sheet over it, or they may simply use a sleeping bag/tent.
- Use as many decorative objects as you wish to add atmosphere to your camp. Money cheats are allowed whilst you are building to get the desired look for your base camp but your groups funds will be reset before the gameplay begins.
- Your survivors are in it for the long haul, wherever you can try and make your camp feel "homey". Maybe one of the survivors found a toy left out on the street and brought it in to brighten the place up? Keep in mind that every item you place in your lot must have been "found" or scavenged and the story of acquiring it must make sense.
And finally, security is key. Make sure your lot has a fence surrounding it and lock the door by choosing > Lock > Everyone but my household. There are a lot of looters in this city.
Phase Three - Gameplay
Level One
You're ready to start playing.
Set your lifespan to epic and max out the values of Young Adult and Adult. In this challenge you do not accrue points, you level up, how fast depends on how well you manage your survivors and how productive you are.
- Use the "FamilyFunds" cheat to set your base camp's cash to a measly 500 simoleons. This is the sum of the money that was in their pockets the day that they were abandoned.
- Survivors may scavenge only in the daytime. At night the infected appear to be more active and dangerous gangs are around.
- No survivor may leave the base camp alone, it is far too dangerous. Neighbouring camps will abduct fellow survivors and hold them for ransom of goods and food if they are not careful.
- Survivors may collect seeds, rocks, gems and insects to bring back to the camp. All of these items can be used as a means to trade with other camps. Seeds may be used to grow produce and the resulting harvest used for sustenance and or trade.
- If your survivors encounter another group of survivors whilst scavenging you must roll a die to determine if it is safe to approach them or not. Even numbers mean that their camp has been infected or is hostile and your group must immediately return home to the safety of their base for 1 game hour before leaving to scavenge again. They cannot return to the place that they were until the next sim day. It is not safe.
- Once you have located your collection grounds and established a routine you may start communicating with local groups to initiate trade.
- To trade with local groups you must first befriend one of their negotiators (this can be anyone that looks like they might be approachable). Your negotiator (the survivor who rolled Entrepreneur) is the only person allowed to talk to different camps to initiate trade until level two. Once you have befriended the rival groups negotiator you may sell 3 items in your inventory per day to this camp. This is how you "trade" (you will take the cash value that the game gives you and purchase something of use to your group from buy mode like a chair or a sofa or real bed or you may save the money).
- You may only purchase 3 items, because you may only trade 3 collectables at a time with local groups. You may only buy items that you would realistically be able to trade for, i.e. books, bedding, the contents of a medical cabinet etc.
- A local camp is considered to be 1 residential home., thus you only have to befriend one survivor per household to initiate trade.
Congratulations! You have successfully established some trade links. You will level up once your household reaches 5,000 simoleons in trade. Keep a track of how much you sell by take notes as you play!
Note - Trade is a continual process, you must always keep collecting and trading otherwise your group will not survive and you must always use the die to determine whether a sim is safe to approach or not if you encounter one until a cure for the disease is found.
Level Two - Your camp is beginning to take shape and your survivors are settling into their roles, now that you have established trade links you are able to keep a flow of new goods such as scrap metal coming in which help your skilled survivors build and invent things.
- It is time to find a way to make drinking water safe and also construct a bathing system for your camp. Have your skilled professional sculpt/invent until they have maxed out their skill. Once they have done this they are able to fashion a working toilet for the group. They also know how to make a shower system which will recycle water but they must wait for the doctor to invent a way to purify the water before building it.
- Have your doctor work on their logic until they have maxed out their skill.
Eureka! Your survivors have found a way to ensure their water is safe to drink and bathe with. Provided you have traded enough you may now purchase a shower and construct a working wash room for your survivors. To level up you must complete these two goals and make an additional 3,000 simoleons in trade.
Level Three - Your skilled professionals with their increased Logical abilities and inventing/sculpting prowess think that it's possible to build a generator using the batteries of abandoned vehicles in conjunction with an alternator and a working engine. To accomplish this you will need cars and fuel...
- To scavenge parts from cars you must steal them from local groups, this is incredibly dangerous because it must be done after 7pm and you cannot be detected otherwise you may be kidnapped.
- The only survivor up to this task is your resident Kleptomaniac (or one of them if you have multiple Keltpo's) but first they need to learn some self defence to protect themselves from danger.
- Have your ex Police/Military survivor "train someone" until the Kleptomaniac reaches level 5 of the athletic skill. If your athletic survivor does not have the option to train someone yet, have them improve their skill until it becomes available.
- Have your doctor work to discover a way to create fuel using animal fat, you only have enough gas to fuel your generator for 2 sim weeks. Your survivor must learn to make all types of potion.
The mission is on! At 7pm have your Kleptomaniac and their trainer leave the base camp to scavenge the town for cars to strip. Once you have successfully swiped 5 cars your skilled survivors have enough parts and gas to start building a generator. Success! You may now purchase one fridge, one stereo and 3 electronic lights and start flushing toilets! To level up you must have completed all of the goals above and added an additional 2,000 simoleons in trade. Note: The cars cannot be traded until level five and must stay in the survivors inventory. Only free recipes can be made using the fridge and Autumn Salad.
Level Four - Your goal is simple, the neighbouring camps have started to notice how prosperous your camp is becoming and they are getting jealous and increasingly desperate to replicate your groups success. Everyone must be on high alert! It is time for you to start teaching basic self defence to all of your survivors and working to improve the security of your camp.
- Have your athletic sim train the group daily at 12pm with a 3 hour long strength training session using the stereo for 7 sim days.
- During this time no sim can leave the base camp. You are on lockdown until you are strong enough to fight off impending attacks.
- Hold a meeting where you must come up with a strategic defence plan. You can do this by having all survivors gather at a table and discuss they day for 2 sim hours.
Level up after working out for one sim week and holding your defence meeting. There are no additional trade requirements for this level.
Level Five -The group dynamic is breaking down. After 2 and a half long months of being in close quarters petty fights and disagreements are breaking out and things aren't getting done! It's up to your service/retail sim to use their customer service skills to diffuse the situation: they have decided to hold a ballot to elect a leader for the group.
- It's all about communicating and building relationships, you may NOT control your survivors for 1 sim week in regards to social interactions. (everything else is permitted, e.g. Tend Garden, Take Shower, Eat, Sleep etc).
- The votes must be cast at 12pm on Sunday afternoon.
- Write down your survivors names, each survivor will vote for 2 of their fellow campmates.
- Make a tally next to your survivors name if another survivor's 2 highest relationships include them.
- The survivor with the most tally's wins and is appointed as the groups leader.
- Every Sunday at 12pm you will hold a meeting at the table to discuss the day.
It seems that a crises was averted thanks to democracy! The groups balance has been restored and stores have now been unlocked! The local trade links have become so strong that you are able to go down to the local grocery store and trade items. To trade at the grocery store, you must make sure that you sell an item from your inventory in return for getting something new. To level up complete the tasks. There are no additional trade requirements for this level.
Level Six - Your creative survivor sees that the time has come to reach out to the outside world in search of help. Your survivor managed to scavenge a book about writing and has decided to start writing a diary.
- Practice writing until they max the writing skill. At this time their documentation is complete. Your survivor wants to each out to the rest of the world by sending a message in a bottle along with some excerpts of their first hand account.
- Your creative survivor and your government survivor must jog to the nearest sea/river and back and spend 2 sim days there hoping for a reply…
- You will need a tent and some food for the journey. You may only travel by foot and in the daytime. If your survivors fatigue before reaching their destination they must both stop and recover in their tent until they can continue on their journey. If it reaches night before they reach their destination they must again return to their tent until sunrise.
- If you are playing in a world with a sea then have your survivor and a companion travel to the sea to send the message. If you do not have a sea, but you do have a river, go to the furthest point of the river as it will be closer to the delta and get to the sea faster.
Bravo! Your survivor has fulfilled their need to reach out to the wider world! Congratulations. Level up after completing this goal and earning an additional 1000 simoleons in trade.
Level 7 - Winter is coming! It has been six long months since your survivors set up camp in the city and the days are getting shorter and colder. It's time to start the winter preparations.
- With no central heating system, fire is your only source of warmth. Plant 3 trees of any type using seeds you've scavenged to increase the camp's production of firewood.
- You may only scavenge between the hours of 11 and 4pm.
- Your camp raided an abandoned department store for clothes, blankets and other insulation. Give everyone a makeover to keep them warm.
- You need to increase your food production before the weather turns bad to last you through the coming months. Have every survivor reach level 8 of the gardening skill.
- After you have completed the above tasks, take one sim week "off". There is no trade as everyone is hibernating.
- You must stay at base camp.
- Pass the time by playing games, building relationships, improving any skills that you chose to and maybe even indulging in some romance…. but remember, contraception is a valuable commodity and it is not guaranteed to work. If any of your survivors engage in a relationship they cannot "Woohoo" they must only "Try for a baby".
Ok, you're ready. Your supplies have been tripled, your camp insulated and your food harvested. To level up complete all the goals and have each survivor reach level 8 of the gardening skill. There are no additional trade requirements for this level.
Level 8 - The winter has passed but sadly one of your survivors contracted pneumonia and became incredibly sick…
- Determine which survivor has the least number of skill points overall, if you have a tie then see which of the survivors has been the least productive in terms of collecting/initiating trade. The survivor with the least number of friends is the weaker of the two.
- Roll a die to determine whether the survivor lives or dies, if you roll odd, your odds are out and you must immediately prevent that survivor from eating, thus resulting in them dying from starvation. If you rolled even, then the odds are in your survivors favour and they must simply rest for the coming weeks until they are at full strength again. This survivor cannot leave the base camp, and must be quarantined off from the other members of the camp for one full sim week.
- Your stocks are nearly depleted so every available body must work to garden, scavenge and trade.
You may level up when your survivors have generated 3,000 simoleons in trade.
Level 9 - Something wonderful has happened. Because the winter was so harsh and unforgiving, 98% of the remaining infected sims succumbed to the terrible conditions and perished, their carcases are littered amongst the streets as evidence . It is now safe for your survivors to stop rolling a die every time they encounter other survivors and begin to rebuild society.
- Life has been hard but it's time for a little fun. Your doctor in their studies of potion making learned of a way to make pure alcohol using sugar, yeast and water.
- Purchase the nectar making machine using TestingCheatsEnabled True > BuyDebug On and a professional bar.
- Have your doctor make a batch of nectar and start mixing drinks using the professional bar.
- You may invite your friends from other base camps over to drink once your doctor has reached level 5 of the mixology skill.
Level 10 - You're nearing the end! Rumours of an impending military evacuation to well established colonies are running rampant throughout the different camps! Complete the Pathogen Challenge but you cannot be sure, hope has killed many a man so your camp needs to be prepared to face whatever life throws at them next.
- Everyone must max out their athletic skill and reach level 3 in the martial arts skill.
- Pack the things you will need to survive once the government comes to collect you, place 10 essential items in each survivors inventory.
- Collect 10 Rocks, Gems or Seeds each, who knows how many resources you will need in your new home.
Hurrah! You've done it, you survived the worst disaster in the history of mankind! The government has come to take you to the colonies; where you will go from there is your choice. You have made life long friends in the group and maybe even found love and hopefully you have learned that you're stronger than you think and wiser than you know. Stay safe!