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Field Researcher
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#1 Old 3rd Mar 2014 at 1:09 AM Last edited by MistyDW : 3rd Mar 2014 at 2:31 AM.
Default Doomsday Challenge PT II: Isolation
DOOMSDAY CHALLENGE PT II: ISOLATION


This challenge is designed to be played immediately after DOOMSDAY CHALLENGE PT 1: COUNTDOWN but may be played independently if you so choose.

MAKING ROLLS: This challenge does require rolling. You can either use a dice or random number application or a website like random.org.

BACKSTORY: You sigh deeply as you stretch behind your massive desk. The sign on the door reads your name and “DIRECTOR OF INFECTIOUS DISEASE”, in other words, director of a crew of one assistant trying to separate the wheat from the chaff of what Is left of human civilization. Still, if you succeed in isolating the right character traits and keeping the virus under control in your Unit, you’ll be well rewarded. It's a big risk, both personally and professionally, but worth it.
Overhead you hear the beating of helicopter blades and from your office window, you spot a black and gold chopper cutting the night sky. The letters ISOCORP etched on the side, your employer. The plan has gone into action. Thousands of flyers will be dropped across every city. You thumb a copy in your in-box that reads:

ATTENTION SURVIVORS
Do you hide in fear every day struggling desperately to hold onto life? Do you wonder when the T-12 virus or violent crime will steal a loved one away from you? Your government and Iso-Corp, a world leader in biological research, are here to help in your time of need. Colony Isolation Units (CIUs) are ready to accept you and your family. You will be fed, provided private living quarters, and protected if you possess the strength of character and level of ability that we are looking for. The government is preparing colonization in an area unaffected by the virus where you and your loved ones can return sanity to your life. Be one of the first to take a bold step in this next chapter of human survival. CIU transport vessels will begin arrival at your local general store tomorrow at 8:00 AM.


Until now, your CIU has been disturbed only by the sounds of your work and contractors building the structure to Iso-Corp code. Your assistant arrived today and will be taking over some of the dredge work (thank goodness) allowing you to focus on the potential colonists. It’s going to be a mad house here tomorrow and it will be up to you to keep the Unit safe. Another letter, directed to you personally, rests on the corner of your desk. You reread it for the thousandth time:

Doctor:
Congratulations on a fine promotion to Director of Infections Disease of your own Colony Isolation Unit. This is a prestigious and well-earned opportunity. We here at Iso-Corp have the utmost confidence in your abilities and anxiously await your results. Your priorities are outlined below. The methods of achieving them have been provided in the attached policies and procedures manual.

1. On Day 1, each potential colonist (henceforth referred to as "subject") must be introduced to the Unit in 100% isolation. Risk of cross-contamination is high at CIU onset and your responsibility is to preserve the reputation of Iso-Corp. If subjects are permitted to co-occupy the same room before the isolation process, they must be quarantined and the error kept confidential. Such instances in your report at the end of the week will be looked upon as highly unfavorable.

2. Each subject must have a thorough health assessment. Any who do not pass must be removed from the unit immediately.

3. Subjects must be interviewed individually and assigned appropriate residential units.

4. All eligible subjects must pass at least three analysis studies before they can be considered for the colony. More if you wish.

5. Physical and psychological evaluations must be conducted on a daily basis

6. Due to the need to populate the colony, we are giving you only 7 days to identify an individual subject. At the conclusion of a subject’s seventh day on your Unit, you must determine if they are colony material. Note that children may not be released to the colony and must be raised at your facility if they are colony material.

Your government and Iso-Corp are looking for the best of the best, the top of the human gene pool. Nothing less will do for our colonization efforts.


You take a deep breath in anticipation of what is to come.

GOALS: You have been given 7 days to evaluate each sim that you bring in to your Unit. You cannot look at their traits and skills (more on that under NEW SUBJECTS). The goal is to use physical and psychological testing to determine who is (and is not) fit for the Colony (described under the TRAITS section). If you choose to submit someone to the colony only to find out they were actually insane, colony admissions may find out and you will take penalties to your income (and eventually lose the challenge if you keep sending them poor specimens). Your unit is open for 60 days (essentially the period of time your sim is a young adult/adult). If you make it to the 60th day without being fired or complete meltdown (from poorly managing your Unit and the random event table) and your Unit has at least $50,000 in the bank, than you have won the challenge!

Losing the challenge: If at any point you go bankrupt (most likely from sending in undesirable sims) you will be fired for mismanaging your Unit. The same is true if you poorly manage the T-12 virus and 50% of your subjects become infected. If your doctor dies, the challenge ends. Staff that die can be replaced (more on that later).

IMPORTING CHARACTERS FROM COUNTDOWN:

If you have characters that survived the countdown, here is your chance to bring them over to Part II. Chose your strongest YA sim (or teen that you can age up). Preferably one that has at least the Genius trait. The government and Iso-Corp are extremely interested him/her due to her high level of resistance to the T-12 virus and sharp mind. So much so that they are willing to send them through a training program (either a period of time for you to get their Science and Logic skills maxed or go to University, max those skills, and get a medical degree). This person then becomes the Doctor in Part II of the Doomsday challenge. You will need to set age time frames for YA and Adult to ensure they get 60 days before they age to elder. If you have other sims in the doctor’s family who are adult or younger, you can try sending them through isolation. What will the young doctor do if she realizes that her brother isn’t Colony material? Perhaps a sibling could become the first Assistant or you can create one to join her/him. Fun times!

IF YOU DO NOT HAVE A CHARACTER TO IMPORT:
CHARACTERS: Create two characters…

Doctor
Required Traits: Ambitious – Genius – Charismatic
Appearance: Very stylish and professional, white lab coat (or something similar)
Recommended: Before the challenge starts, send a young adult sim to college with aging off. Use this time to max out your science and logic skills and learn potions with the chemistry table. You’ll need it to perform some of the experiments. If you don’t have University, you can still play the challenge you will just have to adjust the rules a bit.

Assistant
Traits: Natural Cook—Neat—Handy--Friendly
Appearance: Professional with appropriate uniform or something that looks like medical scrubs

LOT:
Develop a lot (I may be uploading one for you guys to use at some point if you like). What I did was created a clinic for all of my labs, and lobby up front and then attached a hospital-like building behind with 2 floors of residential units, kitchen, gym, etc.

Lobby / Admitting Area
Standard lobby area with desks behind glass windows/doors for isolation purposes. There should be a direct route someone can take to the health assessment area without coming in contact with other subjects.

Living Units
Create six living quarters (at least). Each unit must contain a small living room, bathroom, and bedroom. Some units may be fitted with an additional crib (if you intend for the parents to care for their own children). Otherwise, create a children’s wing. You should also add one or two skill building items that they can use of their own free will. You can never direct someone to raise skills unless it’s related to assessments you are doing or having sims exercise who need it.

Laboratories
There must be three main laboratories. All labs must appear clean and modern.

Main admission/evaluating new subjects - This must contain a hospital bed with side table, computer desk/chair with laptop or other computer. Any additional office equipment (filing cabinets or whatever you have). A science research machine (if you have it), skeleton model from university (if you have it), and anything else that you feel adds ambiance.

Physical Lab - The second lab is for physical health testing and should be very similar to the main admissions lab although it should also contain a treadmill. Include a chair by the subject’s bed (like a rolling stool) for the doctor to discuss diet, etc. with the subject.

Psychological Lab
- The final lab is for psychological health testing. Again use similar furniture (bed, tables, computer, etc.) but instead of the science research machine use a brain enhancing machine. You may want to add a bookshelf and stock it with entertaining reading (no skill books) that you can give a subject who is stressed, etc.

Kitchen/Dining
This should be an industrial sized kitchen as your assistant will be required to prepare at least
two meals per day. You may opt to have your sims be released from their units to collect their own meals and co-mingle if you like (create a dining hall). If your intent is to keep them in complete isolation, your assistant will have to deliver the meals to each room.

Common Room
You may choose to let your sims mingle in a common room if you like. If so, include seating, television, a computer, games, etc.

Gym
An array of exercise equipment, television, and a bar for a nice drink afterward.

Intensive Care Unit
At least three beds where the doctor can personally observe sims in need of urgent physical/mental care (per the random event table). There should be both a science research station and brain enhancing machine present if you have them.

Study Analysis/Research Rooms
There should be one or two large rooms where you can set up your test studies for your subjects. More on this to come.

Admin Wing
Your staff need a private level of the facility for meetings and other administrative reasons (including their own private living quarters).

GENERAL GAME PLAY:


1. After you have spent whatever money you need on your unit (keep in mind you have to pay the bills) set family funds to $3,000.

2. The ONLY means of income is the payments you receive for subjects that are accepted into the colony. Turning over high quality subjects can earn you quite a bit of money rather quickly.

3. Seasons can be set as desired.

4. You cannot send subjects to college. They either are a grad when they come to you or they aren’t.

5. You may provide skill building opportunities to your subjects but you cannot force them to skill build (with occasional exception). You can skill build (and should) with staff all you like.

6. Set aging as follows: Infant (1 day) – Toddler (3 days) – Child (5 days) – Teen (7 days) – Young Adult (30 days) – Adult (30 days) – Senior (any). The purpose of the short age spans for children is to aid you in getting them aged up to at least the teen level quickly. The downside is you have less time to avoid those negative trait chances from not potty training, poor grades, etc.). See the CARING FOR CHILDREN section for details.

7. Traveling (other than initial university discussed above) should be avoided; however, if you wish to send your doctor on vacation once or twice, you may.

8. Pets are not really conducive to a sterile, clinical environment; however, if your doctor wants a small cat or dog that will be confined to their private quarters, go for it.

9. When your doctor is not actively working with a subject, the subject should be set to high free will and left to take care of their own needs. For example, if a meal is presented to them and they choose not to eat it, do not direct them to do so. The only time you can give them direction to take care of needs is during the physical and psychological exam.

10. The doctor and staff are under your complete control. You can direct them however you see fit.

11. The rules for the challenge are the minimum requirement. If you’d like to add your own ideas (additional processes/labs/etc.) feel free, but you cannot hold a sim more than seven days.

ISO-CORP MANUAL OF POLICIES AND PROCEDURES

PRIME DIRECTIVE: It is the intent of the government and Iso-Corp that only the purest candidates be admitted to the gene pool for the colony. Anyone who possesses an undesirable trait (see below) is honestly not welcome. Being physically unattractive is also a negative. We are seeking the best of the best, the cream of the crop, and we expect YOU to send them to us. Sims that are not at all attractive (possess physical defects like extremely large noses, heavily overweight, etc.) will be rejected back to you regardless of traits (and without pay). You can have overweight sims lose the weight before you send them in but it must be done in the 7-day period so manage their diet and exercise regime!

TRAITS: When your Unit produces a subject desired by the colony, you will get a stipend (cash bonus). Sending someone with an undesirable trait (and getting caught) gets you fined. The flat rate for any subject accepted into the colony is 3,000 (harder challenge) or 5,000 (easier challenge). Remember, you cannot use any other means of brining income into your Unit. This is what will make or break you!

How this Works: So it’s a subject’s 7th day and you are ready to try your luck. Hopefully, by this point, you already know what their traits are. Before you ever look; however, you must make a decision to send them or not. Follow the following guidelines:

1. If a subject has made it to the 7th day you have either not found anything negative or you’re hoping it’s something minor that will go unnoticed.

2. Decide now if you want to send them to the Colony or release them back onto the street. You cannot change your mind beyond this point.

3. If you’re submitting them to the Colony, go ahead and check their traits and skills now.

4. If there are no “undesired traits” (see below), collect your 3,000 or 5,000 simoleons using kaching or the familyfunds cheat.

5. If there are, then you must roll a check to see if it is caught by the Colony Admissions Board. Roll a random number between 1 and 10. If the subject has a Highly Undesired Trait from the list below, subtract 2 from your roll.
1 – 4: You are busted, red handed, and must pay the fine indicated below.
5 – 7: The board suspects there may be a problem but hasn’t proven it. If the sim has any highly desired traits (below) or other bonuses, you will not get paid for them. You get the 3,000 or 5,000 (depending on the challenge difficulty you selected).
8 – 10: They didn’t suspect a thing. Collect your money AND bonuses (if applicable).

6. If the sim has been accepted by the colony, move them to a lot for holding.

7. If they were not accepted (and you are fined for that of course), use the familyfunds cheat to remove the money from your account and boot the rejected sim out the door.

SCENARIO: If you’re still a little confused, I’ve included a scenario. If this all makes perfect sense, you can skip it!
Subject #4 has been with you for seven days. In that time, you’ve learned that she is flirty, social butterfly, athletic, and family oriented. She’s a college graduate, fairly attractive and, with your help, she’d shed a few pounds making her (in your opinion) a great candidate for the Colony. You check her traits and are horrified to find that she also has the INSANE trait! How did you miss that! You’ve already invested so much time and effort…you cross your fingers and pray the Admissions Board will miss it like you did. You make your roll and score a 7 but Insane is highly undesired so you take away 2 points for a score of 5. She barely skates through their rigorous tests and they are suspicious that she may not be a good candidate but are willing to let her in; however, you don’t get any bonuses for her college degree or being athletic (a highly desired trait). Still, you collect your flat rate of $3,000 (you chose the harder challenge amount) and breathe a sigh of relief. Had you failed the roll, you would not have gotten the 3,000 and had to pay a 3,000 fine for wasting the Board’s time and would have a strike against you for trying to sneak in someone who belongs in an asylum.

Undesired Traits: Fine: -1,000 simoleons if you get caught
[Absent Minded] – [Clumsy] – [Coward] - [Couch Potato] – [Grumpy] – [Mooch]--[Slob] – [Technophobe]

Highly Undesired Traits: -3,000 simoleons if you get caught
[Evil] – [Hot Headed] – [Inappropriate] – [Insane] – [Kleptomaniac] – [Loser] – [Mean Spirited] – [Rebellious] – [Unstable]
Note: Getting caught three times sending a subject with a highly undesirable trait will get you fired).

Highly Desired Traits: +2,000 simoleons each
[Ambitious]—[Artistic]—[Athletic]—[Charismatic]—[Computer Whiz]—[Genius]—[Good]—[Nurturing]—[Perfectionist]—[Workaholic]
Note: If you send in someone who is a workaholic and artistic, that’s a bonus of 4,000 for you in addition to your flat rate.

Other Bonuses:
College graduate (from alma-mater question): +1,000
Skilled in at least one area at Level 7 – 9: +1,000
Mastered a skill (Level 10): +2,000
Note: You only get paid once for skills even if they mastered two.

Other Penalties:
If someone does not have ANY skill above the 4th level, subtract 1,000 from your earnings for that sim. Remember, you can only provide opportunities for skill building, you can’t make them unless it’s part of an assessment or exercise for losing weight.

EXAMPLE: You send a subject who is Friendly, Brave, Nurturing, Genius, and Lucky. She is a college graduate but she does not have any skills above level 4. My payment for her would be:
Base: +3,000 (or 5,000 if you want an easier challenge)
Traits: +2,000 for her Genius trait and +2,000 for her Nurturing trait
Other: +1,000 for being a college grad and -1,000 for being unskilled
Total: $7,000 (not a bad haul)
If she had been Evil and I got caught sending her in, I’d get nothing and have a 3,000 fine to pay!

NEW SUBJECTS: Subjects must be obtained from your town. It is recommended that you go in before the challenge starts and fill any vacant homes to have a good base of subjects (don’. Your first task is to select a few homes under edit down and transfer their residents to yours. Keep in mind that initial cross-contamination is a big problem so I recommend dealing with one household at a time (or even break up large households into more management groups).

You must now decide if you intend to separate children from their parents (and if so, at what age). Initially, due to your limits on staff, I recommend infants, toddlers, and children be kept with their parents. You will also have to decide how you will handle it if the parents are infected but children are not (and vice versa). You’re the manager; this is why they pay you the big bucks. Decide how your Unit will handle these and similar moral dilemmas.

IMPORTANT: You may not look at a subject’s traits or skills (until after you’ve admitted or rejected them from the colony). The majority of this challenge is about you deciding their worthiness through means that are available to you. In a real-life situation, no one would be able to pull up a list of your skills and traits. Before adding a new sim to your Unit, make sure you are on the needs tab. Other than needs, the only other tab you can look at is inventory and opportunities (in case you need to cancel any). All other tabs are OFF LIMITS.

Health Assessment: Each new visitor must have a health assessment conducted by the doctor in an isolated environment. Use the following instructions to complete a health assessment:
1. Have a hospital bed (a single bed that resembles one you might see in a hospital is fine) ready.

2. Have the subject relax in the bed (turn off free will) until the doc is ready to see them.

3. Use “testingcheatsenabled true” to set the friendship level between the doctor and subject to friend (this allows you to get DNA samples from teens, adults, and seniors).

4. Collect a DNA sample (req: Science 8). Neurotic sims will not give their DNA and should be disqualified from the Unit.

5. Have the doctor conduct scientific research using the DNA sample (the DNA portion of this is more for storyline and could be skipped if you don’t have University)

6. Make a roll to determine if the subject has the virus: Random 1-20
1 – 5: The patient has the virus and must be removed from the facility IMMEDIATELY
6 – 12: The tests indicate the individual has a weakened immune system (may be the very early stages of the T-12 virus or something else entirely). This subject must be kept in ICU (isolated) and retested using this same scale in 24 hours).
13 – 20: The subject is clear with no evidence of illness.

New Subject Interview: Since the new subject has been proven “clean”, if you need to conduct other health assessments, you can go ahead and assign them to their room and complete the interview later (must be completed before lights out (bedtime) for the subjects.
1. Have the subject brought to an office or the doctor can visit them. The interview must be private.

2. Ask all questions that are available (age, alma mater, career, etc.) available under the friendly menu. Not every friendly option, just the ones that start with “Ask”.

3. You may use “get to know” one time during the interview.

4. Assign the patient a number (it’s easiest to just give them a number based on where they appear in the portrait list). Starting on Day 2 you will need to make a roll every day on the random event table. Some events affect a random patient and you will have to make a patient number roll to see who. Assigning a number now will help keep you honest 

THE DAILY GRIND: As part of the daily functioning of the unit, you must complete the following before your appointed “lights out” or bed time for your subjects. You cannot wake subjects up in the middle of the night to do a psychological evaluation because you forgot something. If you forget then whatever was missed is missed and you go on to the next day (most often it will mean you losing out on learning something about the subject.

Diet: Every day your Assistant must prepare at least two meals for the residents. Each meal must consist of a regular and any special diets. If you don’t have any sims that require a special diet (see below), then you do not need to prepare it. You will also have to provide one daily desert to serve as a snack if anyone needs it (you can bake cookies, pie, etc.).

Due to health code demands, food cannot be served beyond the day it is prepared (empty the fridge of leftovers at the end of each day). Once a week, your Assistant must purchase all of the food items necessary to provide meals to your subjects (send them to the store and chose the tab to purchase food by recipe). This is considered your “weekly shipment” from Iso-Corp based on what you ordered. Re-orders take place every Sunday. If you run low, you’ll have to find some way of rationing the food. The virus attacks weakened immune systems so poor diet will require a virus check (read more under the T-12 VIRUS section below).

Special Diets: As part of the daily physical evaluation, the doctor decides if a subject needs one of the following special diets:

Lite Menu: If a subject is overweight (appears too need to lose a few pounds) then the doctor must place them on a lighter diet including salads, vegetarian dishes, etc. They do not get the daily desert.

Get Well Menu: If a sim Is sick (not with the T-12 Virus) then they should be brought soups, stews, and any other “good for you when you’re sick” diet items. Nothing spicy, hard to digest, etc.

Pregnancy Menu: If a sim is pregnant, she can be given up to 3 meals per day (everyone else is limited to 2 and a snack). Meals should be well balanced, healthy, and may include a desert. Food should be easy on mom’s tummy so nothing super spicy or greasy.

Physical Evaluation: Each subject must have a physical examination utilizing the following procedure:
1. Bring the subject to the physical health testing lab.
2. Begin by having the subject exercise on a treadmill for 30 minutes. Observe their physical condition (are they falling all over the place, etc.). Pregnant sims can skip this.
3. Have the subject relax on a hospital bed.
4. Assess for any signs of illness (sneezing, etc.) or pregnancy.
5. Determine if their diet is still correct.
6. If the subject is overweight/needs exercise, have them use your gym facilities at some point that day.
7. If the sim is sick (coughing, sneezing) perform the virus check as directed under NEW SUBJECTS.
8. If they are sick but do not have the virus, give them an appropriate potion to help them (i.e. mood enhancer, etc.) and place them on the get well diet with lots of bed rest! Sick sims cannot participate in analysis studies.
9. Finally use this chance to check their physical needs (sleep, bladder, hunger, and hygiene). If anything needs to be addressed, instruct the sim to take care of it after the evaluation. Normally you should leave your sims on high free will and let them tend to their own needs. This is the only time you should actively control them.

Psychological Examination: Each subject must have a psychological examination to see how they are doing. Here is the procedure if you have access to the brain enhancing machine. If not, you skip that part.
1. Have the sim brought to the lab containing the brain enhancing machine
2. You cannot use this to change traits for your subjects unless you are told to via the random event table!
3. Have the sim lie down in the machine and have your doctor study their brain activity
4. Take this opportunity to have the doctor check the subject’s psychological needs (social and fun). If they need socialization, either have the doctor (or an assistant) spend some time with them (or if you have a common room and another sim is thee, have the subject go chat them up. The doctor can also prescribe potions to assist (mood enhancers, sleep elixir, etc. from the chemistry table).
5. If you like, you can give the sim items to improve their mood like a book to read, have something special brought to their room, etc.

Conduct Analysis Studies: You are required to have completed at least three per subject within the 7 day period you’ve been given. These can either be done individually or as a group. When you allow subjects to “mingle” there is always the threat of disease spreading; however, doing so makes your job a lot easier. The following are some suggested studies. You can come up with your own! The purpose of these is to test for traits and skills.

Game Contests: If you are using groups, have two subjects enter the testing lab and challenge one another to a game of some sort. For example, chess matches might help identify someone with a higher logic skill while ping pong might be more athletic. This can be adapted to a single subject by having them play chess on a computer or “solve the unsolvable”.

Have a subject take a potion (i.e. stink juice or bladder flow) and observe the results. Might flush out slob sims as well as the super neat. Start by placing a sink and see if the sim will sponge bathe (those with the inappropriate trait will). Otherwise, try placing a shower with enough wall around it to be private or giving them access to a bathroom and see how long it takes them to bathe.

Place every type of musical instrument in a room (guitar, bass, drum, keyboard) and see if the sim gravitates towards any of them.

Place several pieces of artwork, an easel, or maybe a sculpting bench in your testing room and turn the subject loose. Do they thumb their nose at the paintings or critique them? Do their paintings look crude and childish or works of art?

Your role in these tests is strictly to observe. Remember, you cannot look at their traits and skills directly but you need to develop methods to find out as much as you can about a sim before you risk sending them to the Colony Review Board.

Random Event Table: Each day at 8:00 AM you must do a roll on the random event table (Roll 1-20). You must carry out the roll immediately.
1: Disaster! The T-12 virus is loose in your Unit!!! One of your subjects is sick (roll to see which one) and if they have come in contact (the same room) with any other subjects (staff not included) in the last 24 hours that individual must roll a virus check based on the guidelines under NEW SUBJECTS above. All infected must be removed from your Unit!
2-3: A rumor is going around among the subjects that you are not going to be sending anyone to the Colony and they will be thrown out into the cold, unforgiving streets! Use a Liquid Horror potion on ALL of your subjects and deal with the aftermath for the next 8 hours!
4-5: Rats! Literally! How did rats get into your top dollar isolation unit! They are eating your food stores (delete 7 food items from your refrigerator starting with cheese) and will cost you 1,000 simoleons to have them exterminated (use familyfunds to remove that amount from your savings).
6: One of your sims (roll to see which) is having a nervous breakdown. He/she requires four hours of immediate observation by your physician in the ICU. The ICU should be locked (to prevent anyone from leaving) and the patient should either relax on the bed or in the brain enhancer (for the doctor to monitor brain waves) for the entire time. Assistants may bring food. That’s going to take a chunk out of your day.
7: Some additional grant money has been received by Iso-Corp and they are distributing it among their most productive CIUs. Use the family funds cheat to give yourself 250 simoleons for every subject you have in your Unit.
8-9: Iso-Corp is performing a surprise inspection of your CIU…right NOW. They will be checking to see if the unit is clean, orderly, and the patients are at least yellow or green. If you pass inspection, give yourself 1,000 simoleons. If you fail, you’re fined 1,000 simoleons and given a good talking to! Note: This cannot take place during the first week. If you roll 8-9 during week 1, re-roll.
10: You receive an extra food order by mistake and Iso-Corp tells you to keep it on the house. Give yourself 300 simoleons using family funds cheat and go shopping at the market!
11: Equipment malfunctions! Some of your medical equipment is malfunctioning and you cannot conduct any physical examinations today.
12: Good news! Iso-Corp has cleared the usage of the Brain Enhancer to change one trait on a subject of your choice. Here is the thing, you must know the subjects traits and you can only replace one undesirable trait (of any kind) with a neutral trait (like flirty, family oriented, natural cook). You cannot replace it with a highly desired trait.
13: Everyone is sick! A raging flu has hit the Unit and everyone is confined to quarters for the next 8 hours! No testing of any kind can go on; however, get well menu meals must still be prepared and brought to rooms.
14-15: One of your subjects (roll to see which) was found passed out on their bathroom floor. They are immediately rushed to your ICU where your doctor must spend the next 4 hours diagnosing their problem. Once there, collect appropriate DNA samples (if you have the science ability) and use testingcheats to lower the subjects energy into the red. Have them sleep in a hospital bed in the ICU while the doctor runs tests using the DNA and the research station. Roll a random number from 1 – 5:
1—It’s the T-12 virus, the subject must be removed from your unit and anyone he came in contact with over the past day must be tested (except staff who always use precautions that prevent them from being infected).
2—The subject suffered a stroke and has developed the UNSTABLE trait (you must go in using testingcheats and change his first trait to unstable.
3—If female, the subject is pregnant (pause the challenge, have her and a male subject try for baby using testing cheats to make them best friends). If male, the subject has a bump on his head. He must have slipped coming out of the shower and needs to be observed for concussion. Stay with him for the 4 hours and then return him to his unit.
4—The subject has the flu. Place them on the get well diet and allow them to remain in ICU for the rest of the day. No further testing can take place on this subject today.
5—All tests appear negative. The subject appears to be suffering from insomnia. You prescribe a sleeping elixir and allow him to rest in the ICU for a few hours before returning him to his quarters. Testing can resume today on this subject after he gets some rest.
16: Iso-Corp is so pleased with your progress that they are giving you a 1,000 simoleon bonus. Congratulations!
17: You enter a subject’s room to escort her to her daily physical when you are shocked to discover her in bed with one of your male subjects. This is completely against the rules (the Colony insists on controlling the blood lines and gene pools of its potential residents and will not be happy that one may end up pregnant but someone who may or may not make the cut). Unfortunately, this is one of your best subjects and one you had high hopes of making a large commission on. She begs you not to throw her out of the program. Iso-Corp regulations demand that you do. What do you do?
Remove Her---Kick her to the curb and no further issue will be had. You inform Iso-Corp of the incident and they reward you with 1,000 simoleons for following protocol.
Keep Her—There is not sufficient time for a conclusive pregnancy test before her seven days are up. On the day she is to go to Iso-Corp, they will run a test. (Random 1-2: 1=Pregnant, 2=Not Pregnant). If you turn over a pregnant sim you will lose your commission entirely (you’ll get nothing for her as she will be rejected back to your Unit where you will either have to let her stay there and raise the child to teen or remove her entirely).
18: One of your younger subjects is showing a great deal of promise! The next time you get the chance to choose a trait for him/her, pick a highly desired one instead of randomizing! You can choose the sim or randomize.
19-20: Iso-Corp has sent you some much needed help. This new staff member can be used to work with children, cook, clean, or be a physician assistant and assist you in performing daily evaluations on subjects! Make the sim and add him/her to your Unit. If you are full, you can use mods such as master controller, portrait panel, woohooer, etc. from NRaas to increase the number of sims on a lot beyond 8. You can also decline the help.

TAKING CARE OF CHILDREN
This is where things can get complicated. Suppose a parent doesn’t make the cut and the child does? Ultimately the decision will be up to you.
1. Children should not attend school but may be home schooled using the home school mod from Nraas or they can be tutored if you have a sim with Logic 5 or better. It *could* be conceived that Iso-Corp might have a school to send your kids to but they will have to be screened for the virus every time they return to the facility (which means a good chance they will become infected.
2. You will have to decide how long a child will stay with their parents. If you allow parents to raise their own children you will have to come up with special family unit accommodations.
3. If a parent is rejected by the colony, you may either force them out onto the street without their child(ren) or let them all go.
4. Children can be sent to the Colony as early as teen; however, they will not have developed all of their traits and you cannot claim any bonuses on them. They get the flat rate ($3,000/$5,000) assuming you’re not trying to smuggle them in with undesired traits that is. If so, follow the usual rules.
5. When children age up their traits must be randomized so it does not matter if you teach them to talk/walk but it seems as though if you don’t the game will often assign bad traits. Your call.

THE T-12 VIRUS:
If you followed by doomsday challenge, then you know all about this virus. It’s raging right now and highly contagious. Any sim that shares breathing space with a contaminated sim must be checked using the guidelines under NEW SUBJECTS. The virus is highly unstable and without a cure. Staffs, while not immune, are practicing universal precautions (masks, gloves, etc.). There are; however, circumstances that can prevent as well as bring on outbreaks.

Only the doctor is immune unless staff are specified as well:
1. Clean environment. This includes washing clothes/sheets. If items are allowed to fester (get the green smoke) then it attracts the T-12 virus and anyone in the room (excluding staff) must roll a virus check.
2. Well-fed sims don’t get sick as quickly as starving ones. Don’t skimp on food! If your fridge is low on food stores and you’re scrimping on meals to get by until shipment day, you must roll a T-12 check for every person (including staff)!
3. Anyone (excluding the doctor) who goes outside of the Unit must roll a virus check. Trips to the grocery store on shipment days do not count! However, if you’re really got a need to remove that stir crazy moodlet and decide to run across the street for a breath of air…get ready to roll.
4. Staff, after leaving a room with an infected patient, must go through a shower (set a couple up in areas around the facility) where they can be properly rid of any germs. If you forget this step, you must roll a virus check on the staff member. Does not apply to the doctor.
5. If your doctor dies for any reason, the challenge ends. If other staff die, they will be replaced on the next shipment date (Sundays) by Iso-Corp or you may get lucky on the random event table.

WOW I THINK THAT’S IT!
I hope you enjoy the challenge; sorry it’s another long one.
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Instructor
#2 Old 3rd Mar 2014 at 1:17 AM
Ahh, can't wait to try it as soon as I get done with part one!
Field Researcher
Original Poster
#3 Old 3rd Mar 2014 at 1:26 AM
Quote:
Originally Posted by MistressTiffany
Ahh, can't wait to try it as soon as I get done with part one!


Awesome...you know what's crazy....I thought this challenge was going to be short! I was SHOCKED when I saw how many pages I had. I feel bad about giving you guys all this sometimes! I swear, my next challenge (which won't be out for a week or two) is going to be less than 3 pages long! I can never seem to get those short ones!
Lab Assistant
#4 Old 3rd Mar 2014 at 1:51 AM
Quote:
Originally Posted by MistyDW
Awesome...you know what's crazy....I thought this challenge was going to be short! I was SHOCKED when I saw how many pages I had. I feel bad about giving you guys all this sometimes! I swear, my next challenge (which won't be out for a week or two) is going to be less than 3 pages long! I can never seem to get those short ones!


What fun are short challenges? They are over before you start and your left thinking but what now? Okay, I love the way this looks. I'm about 11 sim days from finishing the first one then I will start on this one.
Instructor
#5 Old 3rd Mar 2014 at 2:08 AM
I've only got one question: What about supernaturals? What if a part of staff is a supernatural, or if I had brought someone into the Unit that is a supernatural?
Alchemist
#6 Old 3rd Mar 2014 at 2:14 AM
If you want to have fun with supernaturals, you might like to try my version of Part II (posted int his forum). It's very reliant on the supernatural aspects. This challenge is focussed on your observational skills.

Since ISOcorp is looking for the perfect human gene pool, I suspect they wouldn't be very keen on supernaturals of any kind. But it's Misty's call, of course.
Field Researcher
Original Poster
#7 Old 3rd Mar 2014 at 2:14 AM
Quote:
Originally Posted by MistressTiffany
I've only got one question: What about supernaturals? What if a part of staff is a supernatural, or if I had brought someone into the Unit that is a supernatural?


Good question! Totally forgot about them!
Well as stated in Part III: Colony, supernaturals are blamed for the virus by many and are not allowed in; however, that doesn't stop them from trying. I'd say you have to make a decision. Your doc may not even know someone is a supernatural. What if she finds out but otherwise they are an outstanding candidate? I'd consider supernatural the same as having a heavily undesirable trait. I'm open to suggestions
Field Researcher
#8 Old 3rd Mar 2014 at 2:31 AM
Wait...part lll? Also, can you upload screenshots? Im a little confused on the house
Field Researcher
Original Poster
#9 Old 3rd Mar 2014 at 2:46 AM
Quote:
Originally Posted by lop90804
Wait...part lll? Also, can you upload screenshots? Im a little confused on the house


Part III is already out there. It was the first one I did. It's actual life in the colony.

And yes, I am working on a house specifically for this challenge that I hope to be able to put on the exchange that can be downloaded and modified if you like. It should be up within a few days.
Field Researcher
#10 Old 3rd Mar 2014 at 3:12 AM
I'm going to use the facility I built for the changes I made to the last week of the Countdown challenge, which is almost exactly as you describe. Except living quarters might be a bit of an exaggeration...these are pretty much cells in its basement.
Screenshots
Field Researcher
Original Poster
#11 Old 3rd Mar 2014 at 10:09 AM
That looks really good. I did something more in the lines of a clinic in the front and a hospital-sih structure in the rear for the living arrangements.
Instructor
#12 Old 3rd Mar 2014 at 3:51 PM
Quote:
Originally Posted by othiym28
I'm going to use the facility I built for the changes I made to the last week of the Countdown challenge, which is almost exactly as you describe. Except living quarters might be a bit of an exaggeration...these are pretty much cells in its basement.

I love that it's in a basement.
I admit though, I am super, super jealous of those fancy University machines you have.
Lab Assistant
#13 Old 3rd Mar 2014 at 11:28 PM
Those Fancy University Machines are awesome! There is one that you can make yourself a genius for a short period of time and another where you can learn skills like they did on "The Matrix". Every time I see that machine I think.... "Tank, load me up."
Field Researcher
#14 Old 4th Mar 2014 at 12:46 AM
Just a small detail, but Eco-friendly is a good trait for the assistants, too. They'll prepare organic food for everyone, get good moodlets from certain housekeeping tasks like recycling and laundry (if you force that on your sims; I always do), and will take quick showers, which is practical given how busy they'll be.
Field Researcher
Original Poster
#15 Old 4th Mar 2014 at 1:51 AM
Quote:
Originally Posted by othiym28
Just a small detail, but Eco-friendly is a good trait for the assistants, too. They'll prepare organic food for everyone, get good moodlets from certain housekeeping tasks like recycling and laundry (if you force that on your sims; I always do), and will take quick showers, which is practical given how busy they'll be.


Hey learn something new every day. I didn't realize that!
Field Researcher
Original Poster
#16 Old 4th Mar 2014 at 4:55 AM
Default Pictures!
Here are some pictures (with captions) of my clinic area. I will give credit where it's due and admit I didn't build this. I got it from the exchange (hope clinic) and then I modified it to suit my needs. I ended up building 2 large basements beneath it to house my families for protection purposes (the hospital in the back got on my nerves, it never looked right. Here are just a few pics!
Screenshots
Field Researcher
#17 Old 4th Mar 2014 at 1:36 PM
Oh, man, I botched this up before day 5. I'm going to start again later and use a day planner it's a lot to keep track of.

One thing: setting the level between the doctor and subject to Friend for the initial DNA sample seemed to eliminate most of the "Ask..." interactions needed for the interview. I guess friends are assumed to know all that stuff. I set the relationships back to Stranger, and it restored those questions.

So it might be less cumbersome to do the interview first, then take the sample? If the Doctor is charismatic, the relationship might be high enough by then to take the DNA sample without any further interference on the simmer's part.
Field Researcher
Original Poster
#18 Old 5th Mar 2014 at 2:05 AM
Quote:
Originally Posted by othiym28
Oh, man, I botched this up before day 5. I'm going to start again later and use a day planner it's a lot to keep track of.

One thing: setting the level between the doctor and subject to Friend for the initial DNA sample seemed to eliminate most of the "Ask..." interactions needed for the interview. I guess friends are assumed to know all that stuff. I set the relationships back to Stranger, and it restored those questions.

So it might be less cumbersome to do the interview first, then take the sample? If the Doctor is charismatic, the relationship might be high enough by then to take the DNA sample without any further interference on the simmer's part.


I was thinking of it more as do you want to waste time with someone who has the virus but yes, you could do the interview first. I didn't realize they took the ask questions away. Whatever you prefer to do is fine. You might want to just get your ask questions in real quick and them bump it to friend (if it's not there yet) for DNA.
Instructor
#19 Old 6th Mar 2014 at 12:10 AM
Quote:
Originally Posted by othiym28
Oh, man, I botched this up before day 5. I'm going to start again later and use a day planner it's a lot to keep track of.

One thing: setting the level between the doctor and subject to Friend for the initial DNA sample seemed to eliminate most of the "Ask..." interactions needed for the interview. I guess friends are assumed to know all that stuff. I set the relationships back to Stranger, and it restored those questions.

So it might be less cumbersome to do the interview first, then take the sample? If the Doctor is charismatic, the relationship might be high enough by then to take the DNA sample without any further interference on the simmer's part.

Thanks for the tip about the day planner- just bought a fresh new notebook to write all this stuff down in.
Field Researcher
#20 Old 6th Mar 2014 at 2:56 AM
I'm not sure about a literal day-planner, but I do need to keep more careful track of what's going on.

What messed me up almost immediately was that I had to get rid of some of my subjects on the second and third days, and didn't quite realize that, for the new sims replacing them, the seven days in the facility wouldn't be the same as the main schedule. So I lost track of who exactly leaves when.

I might use the NRaas Relativity mod for my first time through this challenge, or at least until I get the routine down.
Instructor
#21 Old 6th Mar 2014 at 4:17 AM
Quote:
Originally Posted by othiym28
I'm not sure about a literal day-planner, but I do need to keep more careful track of what's going on.

What messed me up almost immediately was that I had to get rid of some of my subjects on the second and third days, and didn't quite realize that, for the new sims replacing them, the seven days in the facility wouldn't be the same as the main schedule. So I lost track of who exactly leaves when.

I might use the NRaas Relativity mod for my first time through this challenge, or at least until I get the routine down.

I write everything down about my Sims, it's about time I got a notebook anyway, to replace all of my scattered papers.

Built the hospital in advance. Should I have spent the time finishing Countdown? Yeah, probably.
The hospital took three hours to build and furnish. I'm pretty tired now. XD
Field Researcher
Original Poster
#22 Old 6th Mar 2014 at 4:22 AM
Quote:
Originally Posted by MistressTiffany
I write everything down about my Sims, it's about time I got a notebook anyway, to replace all of my scattered papers.

Built the hospital in advance. Should I have spent the time finishing Countdown? Yeah, probably.
The hospital took three hours to build and furnish. I'm pretty tired now. XD


Please post some pictures for us!
Instructor
#23 Old 6th Mar 2014 at 4:55 AM
Quote:
Originally Posted by MistyDW
Please post some pictures for us!

I will, I will. Tomorrow, though. Right now it's time to get some shut eye. I've stayed up far too late.
Instructor
#24 Old 6th Mar 2014 at 4:45 PM
I would like to introduce you to Dr. Elaine Boyer's Medical Institute.
The lot itself is huge, so if I need to make any expansions at any time, you can be sure I have room for it. In the future, if I find I might have too much spare time, I might decide on adding more Sims, and therefore more living units. I'm sure Dr.Boyer and her staff will be busy enough as it is, though.
Field Researcher
Original Poster
#25 Old 7th Mar 2014 at 12:29 AM
Wow that looks amazing! Nice job!
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