I had my sims children become teens and they’ve moved out on their own. It was only a day between when the first kids aged up and the last, so I waited for them all to age up to teen before I moved them out. Before I did this, I had each teen get one last present from the gift pile, something they could put in their personal inventory, and take with them. I figured it was something my servo sims would want to do.
Next I divided up all my carriable belongings. There wasn’t much. Nearly each child got a “meal” from the fridge. Two got skill book collections. One got the Toddler books and toys. Another got the easel. I decided to sell my robotics workstation, though I could have kept it, I think. And one kept the three emotional paintings my servos made when they were kids and mood was necessary for each aspiration.
Then I hit: bulldoze and the lot value was added to their funds. One by one I had each kid move out. Their total funds at this point divided by six, allowed each kid to keep $7,387. I built one basic house for the first sim, and then saved it to my bin so I could place it again easier. The first house cost $3630, and it included a full bathroom! Then as I moved my other kids out, I used this same house, making minor alterations for each kid.

I’ve been trying to form the rules for the rest of my challenge. They are not finished 100% but I have a good bulk of them started. I’ve been trying to think of base-game alternatives for each of them too. Though this challenge will definitely be more fun if you at least have one business-themed expansion pack. Either Get to Work, or Business and Hobbies, if not both.
Lastly, once all the kids were gone, I sold the last few items I had forgotten were in my servo's inventories: A couple frogs, and upgrade parts, and I built a single wall and put a shower up. My servo's took a shower without hesitation, and after a while they "died." I must say, servo deaths are especially violent! When one broke down in front of the shower, I moved it to the other side, and proceeded with the next one.
Alternate start-
Instead of starting with servo sims. This requires the University Expansion pack, and is not for everyone. You could start with two normal human sims. For the process of the story line, these humans are Androids. They will have normal sim needs, however, and won’t need to be repaired every so often. Just make sure none of the little ones are related to one another, as this’ll limit your gene-pool for future generations.If you do decide to go the human android path, I’d suggest creating them first, then saving your back-up of just them to your bin. This way you can conquer the aging conundrum, and de-age them all the way back to the beginning. For the ending, you will be bringing them back to the world your sim children created, and this way they won’t have aged when you do this. They won’t have any skills, or memories when you do this, but it’s a complete memory wipe, reset.
When your teens eventually move out on their own, you’ll have to kill them, though. And it won’t be as easy as a shower, but by any means necessary. I’d suggest buying fireworks, if you have the packs to do so. Or you could use the cheat codes I discuss using below to change it to winter, to freeze them to death. If you have only the base game, you could try building a pool, only that can get expensive. I might allow cheating for this, if it is necessary. However, once your sims have died, you must open up the lot and delete the pool, being careful not to delete the gravestones.
That being said, this challenge will be very difficult and not as fun without at least one business related expansion pack. I will try to put in alternative, base game rules where I can, but the base game is very limited.
During childhood years:
Whatever start you use, during your initial sims childhood years, before you kill off your servo or android sims, the only restriction that is in effect is the townies restriction. You’re not allowed to socialize with anyone outside of your fellow settlers “Family” of sorts. There is an exception for calling a repair man to fix your servos. And an exception for Father Winter and the Flower Bunny, when they are babies, but just don’t answer your door, or touch your cellphones and the rest is easy. Your Android servo sims have access to special rations from the home world to cook with.
During childhood, your initial group of survivors may schedule 4 holidays, or just keep the defaults. Infants and Toddlers, however, don’t do much for holidays. But you can take advantage of them for anything you want. Gnomes plant bags, and Gift piles are two I took advantage of. Once your sims move out, however, you must go to the calendar and delete all scheduled holidays. Unscheduled ones will still pop up and you can do or ignore them if you like.
First a note on: Penalties
A sim who breaks one of the challenge restrictions, whether on purpose or by an autonomous accident, must pay a penalty. Mostly, for 24 in game hours, the character will be uncontrollable by the player. Unless the infraction happens after 8 pm and before 6 am, then it will last until just 7 pm the following day. This way your sims have time before 8 pm to get indoors to avoid another penalty. However, any rules broken during the penalized day, will just be considered crazy behavior of a sim who’s not right in the head. If they are in the middle of an illegal behavior at the hour you get control of them back, just click to end the behavior and you’re good.
Also, any behavior your sim engages in while you are controlling another sim is unpenalized. When you switch households, just click to end any illegal behavior and travel home, if it’s past curfew. This traveling doesn’t count as one of the two travels they get that week, before the Spaceship restriction, either.
How to Switch between households:
By design, you are to play each family rotationally. I play for one week each sim, then when I start the next sim, I use a cheat code to alter the season. This way I can play with each family in each season. This will be invaluable for the sim trying to lift the Garden Restriction.
To change the season in game, first press ctrl, shift, + C to open the cheat window. Make sure you have testingcheats enabled. Then type in seasons.set_season next, put a space and type in a number (0-3) that corresponds with the season you are changing it to.
0-Summer
1-Fall/Autumn
2-Winter
3- Spring
After you have your number [mine looked like: seasons.set_season 3 to go back to spring] just hit enter. The clock and calendar should change immediately.
Also, to play rotationally, I have game settings to age only my active household. Open Game options>Gameplay then click “Auto Age Played Households,” and set it to “Only Active Household.”
I also have neighborhood stories turned off, that is in the same menu too. And Lifespan isn’t really important here, I just left mine at Normal.
How to add community lots:
Community lots can be added in one of two ways. Unless specifically specified below, it will be your decision how to add these lots.Method 1: The Community Lots fund-
This method involves taking donations from your families, via money cheats, and adding it all together. I will suggest using a spreadsheet, because it makes it easier to keep track of things like what season you’re on, and makes math easier.Some time later I’ll share what I make for this, including the exact formulas I give it to do this math. But I’ll need to make my forms first.
Anyways, a community build property will be buildable when you have the required simoleons in your Community Lots Fund. Except for the Town Hall build, where there is an exact amount to progress and the actual build doesn’t matter, builds will cost the exact value spent. To do this it is sometimes easier to have a sim on the lot, and cheat their funds to your exact budget. If you want to have a permanent “Townie” in your bin just for this, you may do that.
Method 2: The Donated Business Lot
This method involves using your sims in game to buy a lot. It could be retail, small business, or even residential. Then have your sim family in the game build the lot into the community lot you want. It can be functioning as a business at the time for them. A Small business, for profit Gym, Library, or an Art gallery which starts as a retail store selling art. Then, when your sim dies, you can have them donate the lot to the community. Sell the business and turn it into a community lot via manage worlds. You can count the challenge lifted, as soon as the lot meets the requirements to be called what it is, however. Your for-profit library can be considered a library as soon as it can be considered a Library lot type.Restrictions:
The Gardening Collection
No eating produce
No cooking with produce
Eat only ration packs- i.e. quick meals
Suggestion, don’t buy a countertop.
No using “Simple Living” Lot challenge- Once this is lifted, you must turn it on!
My dear little ones, in this new world you will be tempted to eat many of the interesting plants that grow in it. But I cannot stress this enough, you cannot trust any of it. Without doing a detailed scan of every form of produce you can find, we cannot know what is edible and what is poisonous. Now, if you or one of your descendants can complete the collection I’ve put in your kits known as “The Gardening Collection,” then you’ll be able to cook foods with these ingredients. Note: This does not restrict you from selling harvestable to townies, as they likely know what is safe for them to eat. Or from using the plants as bio-matter in our spaceship (drag to the sell bin from the inventory or buy mode.)
The Grocery Store
Allows you to remove the Simple Living lot challenge
Allows you to shop at any in game market stall or rabbit-hole shop
Probably a natural next step for the sim who lifts The Garden. A functioning Grocery store should sell one of every edible plant in game, 5 types of fish (Complete The Fish Collection first) Eggs (Cottage Living), Milk (Cottage Living or Horse Ranch), Cheese (Cottage Living), and a meat product. This can be a meat substitute or obtained from trading a livestock animal in. (Cottage Living). Also you must have a grub meal or cricket flour made from the insect farm Bug House (Eco Living) and a Honey from a beehive (Seasons).
A base game alternative, start a community garden. A lot which features one of every harvestable plant in game. And add whatever farm animals or bugs you have the expansion’s for. Also, build a pond and fill it with at least 5 types of fish. This garden lot can be classified as a park, or any other lot type, and should feature the additional things required for said lot type. Though you can check two birds with one stone this way.
The Fish Collection
No Eating Fish or meals made with fish.
No using a fish bowl or tank to keep fish alive
No building ponds or pools on lots
There are a lot of aquatic species in this new world too. Actually our ship’s scanners estimated over 70 percent water. But It will be tricky to tell which species are safe to eat and which are not. If you can collect a number of specimens, our scanners should be able to give you a report on it. I have prepared for you a list entitled “The Fish Collection” in your notebooks.
Note: This does not restrict you from selling fish to townies, as they likely know what is safe for them to eat. You can keep them in a separate trunk to be sure you don’t accidentally cook a dish with one, if it’ll help. And you don’t need the whole collection in your inventory at one time, just remember, if your sim passes on, the next sim will need to start from the beginning, so having fish ready to drag into their inventory from a box somewhere might be efficient, even if it’s a bit foul.
You don’t need to make a community lot for this challenge, though if you want to build a pond on an existing one to commemorate it, that’s good too. If you buy the Fishing signs, from debug I think, you can stock the pond with anything you have in your inventory too.
The Spaceship - Travel
No traveling outside of the 3 named “attached” worlds:
Willow Creek, Newcrest, Magnolia Promenade
Each Sim can only travel twice per week (One trip there + One trip back) Until the Maneuvering Thrusters upgrade is complete. After this Each sim is limited to two trips per day.
We believe a part of the space station we were flying with was left in orbit. This means that you will be able to continue using the ship’s beaming technology to get around, but not for long. We recommend rationing the travel to only once per week, at least at first, to prolong the life of it. I wouldn’t want you forced to be reliant upon the useless ground vehicles that the natives use to decorate their exteriors.
Once you have Improved the Maneuvering Thrusters, at level 5, you should know more about the problem and you can increase your travel limits to two trips per day, if you see it manageable.
Fixing the station will involve building a rocket ship, installing all of the available upgrades, and traveling up there and back down safely. Once your rocket science skill is level 10, the repairs should come as second nature. This would allow you to travel to a wider area. Who knows, maybe you’ll find another set of settlers there from our home-world.
After this, you may open new worlds up to travel, 2 each weekly rotation. Each time, add a new sim to the world you're traveling to. They are to be treated as other survivors from your home world. They can keep the full 20,000 starting funds, b/c they didn't have as much time to start a business as the rest of your sims. They don’t have to, but can be included in the weekly rotations for gameplay, and you can socialize with them all you want. Once you open new worlds up, you can travel there any time you wish.
You may also move to these lots and build homes and businesses there the same as you did in Willow Creek. Any community lot opened anywhere will count for the challenge restrictions.
For the sims you have in certain neighborhoods, you’ll have special instructions for:
Strangerville- The sim is cursed. At the first opportunity, have them eat a bizarre fruit at the first opportunity. This will affect them permanently. If you want to go about building the lots to stop the Mother plant, you may.
Forgotten Hollow- The sim in this world is also cursed, cursed with vampirism. Be sure to start them out as a Vampire Sim in CAS
Moonwood Mill- Another Curse, make this sim start out as a werewolf.
I've been thinking about requiring you to do something with these cursed sims to allow traveling to the Magic realm, but I'm not sure what the base game alternative would be.
Townies -
This one is an odd one, Below I’ve put all of the restrictions that are in effect before this one is even tackled. After this I put stages, and what each stage would allow. Also, I have rental free methods for each of these, if you prefer.
No interacting with NPCs at all!
If you sell items on a table, no talking to any townies that come by.
If you run a retail store, no interacting with customers except to ring up a customer if they decide to buy something
No teaching NPCs lessons on a whiteboard or mentoring them for any skills
No forming friendships with NPCs
No hiring NPC townies
No marriage with NPCs, no woohoo, or trying for a baby with NPCs
In a Small business, no dealing with disruptive customers
I know you've seen them patrolling the streets since you were young. And you've seen the footage I've captured of them behaving oddly. But I do want you to eventually figure out how to include them into your society. Things like this are best done in stages though.
But from the beginning, if any of you does accidentally interact with a NPC, I would advise you to penalize them for one day. For the rest of their family to remain safe, they must not be player controlled for 1 day. If they break any challenge rules during this time, that’s fine. But they cannot be given commands to do so.
For the following stages, I have different instructions for you, depending on if you own the For Rent pack and are comfortable using it.
Stage 1: Landlord
To complete stage 1, you must own a residential rental property, valued at least $15,000, and rent it out to a townie sim. Next you are to make sure you earn at least a 3 star rating with these renters.
Alternatively, you must build a house. It can be a starter home of at least $15,000 value. You can either have one family build it, then move out, or you can deduct money from everyone to pay for it via the Community Build Fund. No one will get the money then, but it may be something you can afford sooner that way. It must have all the necessities for daily living in it. Next, you must make a small family of sims. These are to be dubbed “Townies” and they will be completely uncontrollable, but you can design them any way you want, with as many sims as you want. Move them into this property. Go to Manage Worlds and click Manage Households (top right). Then click the heart icon under the family name to mark it as unplayed. This will let them age along with other townies.
Business oriented tasks are allowed, once Stage 1 is complete.
While running a sales table, you still cannot give any sales pitches
In a Retail store, you can greet customers, answer questions, suggest items, and discuss prices, as these are all business oriented interactions
You can teach classes to Townie sims using the whiteboard
You can mentor a Townie sim for money
In a small business, you can welcome to business, and deal with disruptive customers by asking them to leave
You can do odd jobs for sims (From the phone’s work tab)
Stage 2: Landlord of 3 Tennants
To complete stage 2, you must own a residential rental property, or several, with at least 3 units in total. They must all be at least a 4 star rating.
Alternatively, you must build another two houses, like for stage 1, and move two more dubbed townies into the homes.
You may do friendly or funny socializations with Townies, during daylight hours only.
While running a sales table, you can now give sales pitches.
They must be told to leave by 7pm, or the household will be penalized until 6pm the following day.
You still may not marry a Townie or move them into your home.
When running Sales Tables, I find that using the Sales Pitch automatically is treated like a friendly interaction and invites the sims to enter your home. This is why I put it in the stage 2 restrictions instead of counting it as a business oriented task, and allowing it after stage 1. I often have to use the “Send home” interaction on them just to get them to leave because of this. I really hope they fix this in a patch, but until then…
Stage 3: 5 Star Landlord
To complete stage 3, you must own multiple residential rental properties. They must have at least 5 units total, rented to NPCs. And they must all be rated 5 stars.
Alternatively, you must build another 2 houses, only for these they must be at least 25,000 value. For these, you must have families with at least 5 sims to move into them.
You may now hire townies to work for you, in your home or businesses.
You may now marry a Townie sim, have babies with them, and move them into your playable houses.
I will look into if it’s possible to turn on and off the free-real-estate cheat easily. It might negate the cost / starting funds effect. I could then increase the cost of these last 2 houses, and you won’t need to make as big a family to fill them.
Town Hall:
This one has multiple stages with restrictions for each section. They are all in effect until their section of Town Hall is built.
Marriage: the Foundations
No marriages
No moving in with another sim
No stay-over guests
Little ones, I know you will form relationships with each other. This is only natural. In order to make these things official I recommend you build a central building in your settlement.
Collect a bit of money from everyone using cheats. You can do this whenever you like, though rotationally it is easier. And some families may contribute more than others. The money goes into a fictional “Community Builds Fund” which will be used for this build. Laying the Foundations for the building will cost $12,000, which is about $2,000 simoleons per person.
You can build a real lot to correspond to this in your world, if you desire. The foundations do not need to cost $12,000 simoleons for real, though. It’s only for gameplay that it costs that much money. The build doesn’t need to hold any specific function, so decorate it however you choose, and you can choose which community lot type to call it.
Once you do this, celebrate the day by making a recurring holiday called “Founder’s day.” Choose any traditions you desire for it.
Curfew: First Floor
Once Sims have a 4 walled structure built, they must be indoors by 8pm at night
If any sim fails to be indoors by 8 pm, or they go outside after that, they should be penalized until 7 pm the following day
Before their first home is built, your sims must have a campfire, and be around the campfire by 8pm. They may not stray from its glow.
Consider changing 7pm to Nightfall in Game. Figure out when daylight starts in game too.
This is why I have penalty’s being until 6pm the next day, no matter when you step outside. This’ll give you at least 1 hour to go back indoors. It’ll start the second you realize you’re outside after dark.
Consider what to do if Sims start without a home. $30,000 divided by 6 is $5000, which if you subtract the costs of a lot is still $2-3k, which most build-experienced players can make a structure with, but perhaps a campfire would be possible to build too. Campfires are a part of many packs. Base game, maybe require 4 columns and a roof, at minimum.
Young ones, I know you probably don’t want to hear it, but I have your best interests in mind. I want you to always be inside a shelter by nightfall, that’s 8 pm on the local clock. Eventually your central build will be able to host a community watch, which will make the whole settlement safer.
To build the first floor, like the foundation, you’ll need to collect a “Community Builds Fund” equal to $60,000 or $10,000 for each starting sim. Again, there’s no rules for the actual build, so design it however you like.
Careers: Second floor
No Careers may be taken by any sim.
No Professions for anyone
Except for the priorly mentioned “Founders day” holiday, no other recurring holidays may be scheduled.
The second floor enables you to have your sims get rabbithole jobs. You can also accept professions, if you can build the building to do them in with “Community Build’s Funds.”
To build the second floor, and finish your town hall, you must raise 120,000 simoleons, or 20,000 per starting sim. Again, the actual build in your town doesn’t need to be real. If you are making a building, design it however you like. And you can go up more than 2 floors, if you like. But this will be the last opportunity to finish the build without an exact value “Community Builds fund” so do whatever you want.
You also may schedule any recurring holidays you desire. They can be using any tradition the current restrictions would allow.
Dear sweethearts, I know you’ll hear about it eventually, but townies disappear into something called a rabbit hole for several hours a day. They get paid money to do it. I don’t want any of you to be tempted down these rabbitholes, ill prepared. Once you have a fully working community center, you can decide for yourselves if this is worth it.
The Clothing Store
No choosing outfits in CAS, they must be randomized, with only a color filter preselected
A sim running a retail store may choose an outfit to put on his mannequin. Anyone who comes by may buy said outfit.
No choosing hairstyles in CAS
To Lift, run a retail store with primarily mannequins with outfits for sale. Earn at least 2000 perk points at said business.
The natives of this planet have some weird fashion rules. I’ve never understood them. If one of you can run a store, selling them your own fashion choices, I know it will be widely accepted. I’m also sure that by doing this you can find the proper fabric dealers, which should make creating your own clothes easier.
The Furniture Store
Except for day one, after moving out, you can only buy one item a week that costs more than $500
Items less than $500 are unlimited
If you own a store, this rule also applies to your stock, the items you buy to sell, and it includes restocking fees too. Except for handcrafted items, of course.
To Lift, run a retail store selling primarily furniture items, whether hand crafted or from buy mode. Earn at least 2000 perk points at said business.
You will inherit a number of resources from the disassembly of our former structure. While you will be able to add to the resources with stuff you find and make, it is not good to tax the systems with frequent requests. This is why, until you can find a native source for manufacturing these things, it’s best that you obey a strict quota.
Alternatively, you can consider this restriction lifted when you have an Art Museum built. Valuing art on the wall can allow one to value their appearance. Besides, they’ll be buying mirrors now.
The Gym
Don’t carry more than 3 stackable units of items in your inventory at one time. You may keep a box in your homes to drag and drop items into it from anywhere in your home neighborhood.
Do not actively use your home inventory. If something goes into there by accident, it’s okay. Many craftable items spawn there first. Just remove them as soon as possible.
Building 3 gyms on 3 separate lots is one way to lift the scare seeker lot challenge
My little chill’uns, I don’t want you to overexert yourselves. Do not carry more than 3 stackable units in your inventory at one time. Once you’re able to build a community lot, or a business with the purpose of keeping fit, your community can stay fit
The Library
Your initial sims, the androd/servos are allowed to buy books. These may be passed on to your kids.
Except for the free ones that come with every bookcase, you may not purchase books for use at home.
You are allowed to write books and music, however no publishing.
Only the sim who has an owned business lot set to become a Library, is allowed to buy books for his Library.
Open a business or build a Library lot with Community Funds. You’ll need: 3 bookshelves, 3 desks, 5 desk chairs, 2 Computers,1 waste disposal, a sink and a toilet, two living chairs, and a chess table to have this lot classification. Next, have a sim in game buy the lot, or if they already own the lot, have them buy one of every skill book in the game. These books can be expensive, so it is understandable if this takes a while. Any skill books can be read on the lot once purchased. Make sure when you sell and donate the lot back to the community, the books are on shelves in the lot. Once a Library is fully stocked with skillbooks, the lot will count as a Library.
Once your town has a Library lot, you are allowed to purchase any books you have money for. You may also publish any music or books written.
The Art Museum-
No purchasing any deco items, unless hand made.
This is also an alternative method to lift the Clothing Store restriction.
Sometimes Organics have weird habits. They put items in their homes just to look at. This is bizarre to us. As Artificial lifeforms, our lives have always been about function. Until you can see a function to these items, I’d avoid spending valuable resources on them.
To lift this, have a crazy sim decide to build an Art Museum. They are allowed to get the deco items just for this place. This shows your sims the value of deco items, allowing them to buy them just for their homes.
As discussed above, any handmade items are exempt from this rule. If your fellow sim settlers put them out for sale, you can even buy them for your homes.
Also, this building is an alternative way to lift the Clothing Store restriction. As discussed above, the mirrors you can buy thanks to this restriction allow you to evaluate your own appearance differently.
The Spa -
Building this is one way to lift the scare seeker lot challenge
Bar -
Building this lifts the Heist Havoc Lot challenge.
Lounge -
Building this lifts the Wild Foxes lot challenge
Nightclub
Bowling alley
Technically this will be a bar lot as well, but one with Bowling Alley stuff installed.
Pool -
Lifts the Mold lot challenge
Park -
Lifts the Wild prairie Grass Lot challenge
National Park -
Lifts the Quake Zone lot challenge
Beach -
Lifts the Volcanic Activity Lot challenge
Vacation Rental -
Is required to go on vacation. Build it in any world and transfer it via saving the lot to your bin, into a lot of the vacation worlds you want to travel to.
No going on vacation to any world
Wedding Venue -
Lifts the Maintenance Troubles Lot Challenge.
Community Space -
Lifts the Landfill lot challenge once it is built and unassigned
Lifts the Reduce and Recycle lot challenge once it’s form is assigned and built.
This lot type is a bit funny. Technically you’ll have four lots in one. Technically, for this challenge, you only need to build the two forms, unassigned, and whatever form you vote in. When you do this, you won’t need to re-buy the building costs, just to renovate it, so you can consider anything from the unassigned form free. Just count the new stuff when you remove it from your community builds fund.
Vet
Cafe
Chalet Gardens, Island Bluff, & Ancient Ruins
Arts Center -
Is one Way to lift the Filthy Lot Challenge
Karaoke Bar -
relieves the Grody lot challenge
Recreation Center
University-
Haunted house-
Lifting this restriction is one way to lift the cursed and spooky lot challenges
You are not to classify any residential lot as haunted.
Technically to relieve this restriction, you don’t need the paranormal pack, or to classify the property as Haunted, but doing so may be more fun.
To lift this restriction, have 3 generations of sims live in and die in a house. This can be over time, or all at once. Once the 3rd generation dies, you can renovate it to give it a spooky appearance if you wish, and change the lot’s classification.
The Graveyard -
On the Lot where your servos died, or another lot if you must move their graves, you are to set it out as a graveyard. Any sim who dies as part of your community, their tombstone must go to the graveyard. It does not need to be called a graveyard, lot type in game. Each generation must contribute to a “Community Build Fund” to build one thing for the lot, or make one alteration/ addition to the lot. This can be a flower garden or a statue, if you like.
Also, as your members lift restrictions, they will earn items of significance placed directly on their grave, or nearby. You may use the [ ] keys to shrink or enlarge the items. See the list below for exactly what each restriction earns you. If they are a career reward, you may purchase them anyways through the use of cheats.
The Garden - Florist’s Dream Watering Can $395
Grocery Store- ???
The Fish Pond- River Queen Paddlewheel Boat $420
The Spaceship - Astro-Bunny Beyond Infinity $1510 -this item is a career reward.
Townies - Llamacorns Team Photo $350 -this item is a career reward.
The Clothing Store - Catrina Doll $65
The Furniture Store - Basic Room Divider $485
The Gym - Jr. Solar System Trophy $1165 - this item is a career reward.
Another way to memorialize your sims, if any one sim takes on the financial responsibility for at least 50 percent of the cost to add a community property, he or she may memorialize themselves on the property however they wish. Be that a photograph, painting, or other craftable object.
Lot Challenges:
Each lot must have at least 3 challenges. These are mostly your choice, but you must stay with what you pick initially. You can have different lots with different challenges too. Each challenge has different ways to remove them. The only exception to this is for the Simple Living challenge, see below, and if you don’t have more than the base game. In the base game there are only 3 lot challenges, and one of them was from a special event. If you are one of these players, you only need 2 lot challenges, but the same rules below apply to you to remove these.
I’ve played around with all lot challenges before, and in my opinion, I think some of them become less active when you have all of them active at the same time. It is my desire to have you play with several different challenges. Ideally you’d be playing different ones in each lot.
Off the grid - Have a sim set their bills to “Store” water and electricity. Then have them generate as much as possible. W/o other expansion packs, you must get _____ water to sell. With expansions that add things (Eco Living), you must gain at least ______ water and _______ electricity. This can be used to make a water processing plant and an electricity grid for your town. It’s easier to store it until you get the numbers you need. After this, you can sell the resources on your sim’s bill.
I must play around to see what numbers are playable. The base game will be a lot lower than the Eco Living Version.
Heist havoc - Build a Bar
Scare seeker- Open up a Spa lot, or three gym lots on any worlds
Quake zone - Build a national Park
Cursed - Have a sim teaching Medium skill (Paranormal) at a small business (Business and Hobbies) or have a haunted house (one where 3 generations of sims have lived and died in) (Doesn’t require the paranormal pack or need to be classified technically as haunted to count)
Grody - Must build a karaoke bar
Gremlins - Must build a lot, any lot, on a penthouse lot
Filthy - Must build an Arts Center, or renovate central park in game >30,000, using community build funds.
Spooky Have a sim teaching Medium skill (Paranormal) at a small business (Business and Hobbies) or have a haunted house (one where 3 generations of sims have lived and died in) (Doesn’t require the paranormal pack or need to be classified technically as haunted to count)
Creepy crawlies - Must go on vacation to Selvadorada, and find a collection of artifacts worth at least $20,000 simoleans
I think this number is doable, from memory, because I think at least one golden frog thing costs $10,000. But it will need to be tested to know for sure. It may even be too easy.
Volcanic activity - Must build a beach lot
Landfill lot - Must have an unassigned “Community Space” Lot
Reduce and recycle Assign your “Community space” lot and build its special form w/ community build funds.
Simple living - Must be activated after challenge “The Garden” is completed. Can be repealed by completing the Grocery Store restriction
Wild foxes - Build a Lounge- This allows your settlers to gather and one old timer says “I’ll drive them foxes out” when your sim complains.
Wild prairie grass - Build a Park, allows your community to hire a gardener
Mold - Build a pool lot type. This introduces your sims to chlorine and other antibacterials.
Maintenance troubles - Build a Wedding Venue. This brings in plumbers and they help with maintenance for your community.

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