Rise and Fall (Legacy/City Building variant with restrictions)
Hey guys,
a few months ago I discovered the joy of Sim-challenges. My favourites were the Legacy, Prosperity and City Building Challenges. I always had great fun at the start, but never got through one, because after a time the house was built, the money was earned and it was mainly waiting for children to grow up without too much of a challenge.
Reading through different types of challenges I thought about how I could make them challenging longer. I mashed up many components of other challenges here with the goal to keep the challenge changing constantly while playing. It worked quite well for me.
Introduction:
The Rise and Fall challenge follows 10 generations of sims in a changing neighborhood. This means you start as a humble worker with a set of restrictions, and each of the first 5 generations is less restricted, allowing your family to rise. Also the neighborhood evolves with your generations level. But after your family prospered for five generations, fighting their way to the top (hopefully..), the world starts to change.
The political system is overthrown and the neighborhood is in disorder. Your family/families have to put up with new restrictions. Will they still manage in this harsh new world after generations of comfort?
Note: I am playing with CJ's bigger bills (
Get it here ) which increases the money you loose by paying bills. You can use it aswell if you want more challenge than in the basic game.
Setup:
Create a single founder Sim to your liking. You can randomise him/her by rolling for his/her traits if you want, but you don't have to.
Move the Sim to an empty 5x5 lot. Now you can start playing the game with the restrictions for each generation and the neighborhood in power.
The aspiration for new Sims is to be rolled:
1: Wealth
2: Knowledge
3: Popularity
4: Family
5: Romance
6: Pleasure (roll again if you don't have Nightlife)
As in the normal legacy-challenge you may only move in Townies and NPCs, not CAS-created sims. You can move in Sims from other families participating in the challenge though, if you play this as a prosperity-challenge with multiple familys.
Your family should have a consistent bloodline over ten generations, as in the legacy-challenge.
The challenge „ends“ when the first child of generation ten is born. Of course you can play till she/he is an adult, but there won't be any new restrictions/changes.
Generation-Restrictions:
Generation-Restrictions apply to individual Sims. Each Sim may only enter careers to which his generation is entitled and only get promoted according to her/his generation. If the Sim gets promoted too much, he has to quit the job.
Rules which apply to the house are according to the generation of the adult Sim with the highest generationnumber on the lot.
Neighborhood-Restrictions:
The neighborhood-restrictions are set according to the generation of the adult Sim with the highest generationnumber in your hood. This means when the first sim of a new generation grows up to adult, the whole neighborhood comes to his generation-level.
Neighborhood- restrictions apply to all Sims and lots in the hood.
Neighborhood-Restrictions are stronger than Generation-Restrictions.
For example, if any adult in your neighborhood is Generation-Level seven, this means the Neighborhood-Level is seven. Therefore even your family on level five can't employ a butler. The Neighborhood-Level 7 restrictions forbis this.
Adding new families:
You can play this challenge like a legacy challenge with a single family. But if you want to build a city, you can play it like the prosperity-challenge and add more families.
In general you can move out adult family-members at any time to a new lot of any size.
If you play this as Prosperity/City-Challenge, you have to place them in the neighborhood and cycle them, you may not dump them in the bin.
You may also begin with more CAS-created families as in the Prosperity-Challenge, or you might add them later one by one every few generations, starting them like your founder on a 5x5-lot on founder-generation-level.This makes things interesting, as the neighborhood-restrictions apply to them according to the other families. Therefore their living-conditions in each generation are different from your other families.
Generation-Restrictions
Founder Generation:
- Only available careers are Crime and Military.
- 2 promotions allowed
- No services are allowed, not even emergency services. (Food delivery is always allowed to get baby bottles)
- Your house may only have two rooms and only cover 100 tiles all in all. (mind you, that's the maximum. You're free to build less)
First Generation:
- new unlocked careers: Lawenforcement and Culinary.
- 3 promotions allowed.
- Emergency services allowed.
- + 1 room and + 50 tiles for your house (3 rooms, 150 tiles)
- You may open a home-business, selling only handcrafted goods.
Second Generation:
- new unlocked careers: Journalism and Athlet
- 4 Promotions allowed
- Childminder service allowed
- + 2 rooms and + 50 tiles for your house (5 rooms, 200 tiles)
Third Generation:
- New unlocked careers: Education and Business
- 6 Promotions allowed
- Maid service allowed
- No more room restrictions, + 50 tiles (250 tiles)
- Homes-businesses may sell buymode-goods.
Fourth Generation:
- New unlocked careers: Science and Medical
- 8 Promotions allowed
- Gardener Service allowed
- + 50 tiles (300 tiles)
- You may purchase business lots
Fifth Generation:
- All careers unlocked
- No promotion restrictions
- Butler service allowed
- No house restrictions
Neighborhood-Restrictions:
Founder-Status:
- No community-lots
First Generation:
- You may build a community-lot without a house. It might contain chess-games, a fireplace, a grill, a lake, a few benches and the like. You get the idea, nothing elaborate, just a meeting-place for the locals.
- No vacations
Second Generation:
- You may build a a new community-lot, eighter a shop for food and clothes, or a restaurant/café.
- No vacations
Third Generation:
- Vactions are allowed
- You may build the community-lot you didn't choose to build in second Generation
Fourth Generation:
- No restrictions on community-lots.
Fifth Generation:
- nothing happens
Sixth Generation:
- Politics, Military and Lawenforcement Career locked
- No new additions to the house allowed
- No police service allowed
Seventh Generation:
- Slacker, Gamer, Journalism, Dance, Showbiz and Adventurer Career locked.
- No butler service allowed
- No vacations allowed
- Reduce your house to max. 5 rooms. You may only delete walls to do so, not build a new layout.
- Businesses on community-lots have to be closed/ can't be used. Home-businesses are still allowed.
Eight Generation:
- Business, Athlet, Music, Enterainment and Education career locked
- No school for teens, no university
- Only 3 Promotions allowed
- No services allowed
- Buying objects not allowed, you may only use buymode to move objects around
- According, Home-businesses can only sell handcraftet goods.
Ninth Generation:
- Culinary, Science and Medical Career locked
- Only 3 Promotions allowed
- No food delivery
Rules and restrictions of previous generations stay in tact if not stated otherwise.
Gameplay-Rules:
For the joy of the challenge it would make sense to use no cheats at all, if not absolutly necessary because of bugs/glitches.
You may use mods if you think they are fitting/ aren't destroying the challenge
After all it's your game and you should have fun.
Scoring:
I didn't intend a scoring-system because I myself never kept one, but of course you can score this challenge like most legacy-challenges. Or you just try to make your Sims happy anyway by fulfilling their wishes.
Variants
Of course the challenge is open to variants like the handycapped legacy-challenges. Or you might bring in some elements of Build a City or Prosperity Challenges.
Thanks to
the Legacy Challenge and
the Build a City Challenge which got me many ideas for this challenge.
Now good luck and fun to everybody, feel free to ask questions and make suggestions.