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Spy Mission Challenge for TS4

sigildaggersigildagger Posts: 42 Member
Here is a role-play style challenge, that I thought up. It hasn't been play-tested as such, but am reasonably sure it is all doable, by reasonable I mean am 95% sure. And if not... Well, we'll just have to tweak it a bit.

I mostly came up with this to have a reason to go for certain careers, which I tend to avoid - especially when playing multi-generational challenges. And in general to have a reason to find a different approach to my gameplay.

Please note, that you might need some EP for some parts of this challenge. Mainly for the sequel option 2, City Living is optional and Get Together is required. Also, the additional rule about starting with teen is there, mainly because of Parenthood, but otherwise said EP is not required.

Edit: Changed the name of the challenge to be a little more fitting, from Stealthy Spy RP to Spy Mission. Changed the starting with teenager additional rule.

Let me know what you think. Have fun playing and feel free to post your stories!



Spy Mssion Challenge

Let’s pretend for a moment, that the neighborhoods or groups of them are actually different countries. Now pick one of the countries to be your place of origin (you can do this, even if you decide on alien). This will be important in the sequel part. Then pick your “enemy country”. (The other option is to think this whole new game save is the target country, and just start a new save for the sequel. Though if you pick this, remember to do the mission completion tasks before starting a new file and downloading your previously played household and possible lots there.)

You’ve been sent on a spy and information gathering mission by your superiors. However just as you’ve settled to your new location and started getting to know to your neighbors, you hear a civil war has started in your home country and all future support has been pulled away. Your mission orders still stand though: gather as much vital information as possible. Now you have the added difficulty of doing it all by yourself with no support network and you’ll need to raise the money to be able get back to home too. Of course, you still have your training to fall back to, after all your trainer insisted that spying and stealing are really pretty much the same and go hand in hand with each other. You decide to put this theory to good use to complete your mission and raise the funds. Now you’ll just have to worry about not getting caught spying or stealing, all the while keeping your cover story up. It can’t be that hard, right…?
  • Life span: long
  • Required trait: kleptomaniac
  • Starting aspiration: you can pick any you wish to have the starting trait from, additional points if you pick something outside the required aspirations and also complete said aspiration in addition to the 3 required ones (you can switch aspirations back and forth as you see fit)
  • Skills needed to level up: mischievousness, charisma and programming (optional: photography)

Start condition difficulty levels:
  • Easy: the amount of money the game gives you at the beginning.
  • Normal: §10 000
  • Hard: no money
- Minimum requirements for the house: absolute minimum would be §10 000 worth, you can also choose to live in apartments, just as long as you remember you need to look like you’re living the life you’re trying to convince everyone that you’re living, so furnish to that effect, eat your food and live your cover story life convincingly. Have a secret room, minimum 2x2 with a door of any kind, that only your spy has access to.

- To get the cultural and digital information required for your mission, you need to gather §100 000 by stealing and taking loans from people and hacking (extra points for every additional §50 000 gained by these means). Remember to keep track of the money earned these ways, and if needed subtract sums you used if your balance from your cover work is not enough for your expenses. (You can choose to keep the stolen items as items, instead of selling them, though their sell value is what counts. See sequel options for more information.)

- Money made by other means (than defined above) does not count towards the end sum. Also, already spend money does not count towards completion, so make sure you cover your needs with some additional sources and/or just earn more with your spying skills to cover your needs too.

- Complete BODYBUILDER, CHIEF OF MISCHIEF and FRIEND OF THE WORLD aspirations and reach top of the Journalist career or the Techguru: Start up Entrepreneur career. Before mentioned are the suggested story lines, but you can pick 2 of those and one other aspiration and any careers too if you wish. Switching aspirations and careers is also allowed. Note that 3 completed aspirations and 1 career top reached are required for the challenge completion. If you opted out of the suggested careers, make sure you level up programming skill for hacking purposes up to level 7 at minimum.

- No potions that make you live longer, but otherwise you can use the satisfaction points as you wish.

- Get top marks from school and have a part time job and get to the top on it, if you decide to start as teen. Or (if you have Parenthood) have your teen archive at least 2 character value traits. Have a best friend and 2 friends before your spy sim ages to young adulthood.

- Additional rule regarding picking Secret Agent career as career of choice to complete: pick and master a hobby like writing, arts or create a club and pick a skill to “hobby about”, or complete one of the NATURE aspirations. Use this same rule if you create an alien and decide on the Astronaut career.

- Additional rule regarding having more than 1 sim in the household: only the spy sim can make progress towards the goals, with the exception of completing collections and helping to learn skills, as long as it would not count as a cheat. Otherwise you can have and start with as many sims as you wish.

- Special option: You can play with normal life span if you wish, though that might lead to multiple generations, with the heir needing the kleptomaniac trait and every generation would need to complete FRIEND OF THE WORLD aspiration and BODYBUILDER or CHIEF OF MISCHIEF and get their programming skill to level 7, the rest could be divided as seen fit for the generations.

- Cheats and mods that give you an advantage over someone who did not use them, are not allowed.

- You can freely edit your town and townies.


Point counting (for long life version) if you wish to do so:
  • 10 points for every required 3 completed aspiration, 30 points in total, 1 point for every additional aspiration completed.
  • 10 points for §100 000 made with stealing, hacking and/or taking loans, 1 point for every additional §50 000.
  • 10 points for reaching the top of a required career, 1 point for every additional career top reached.
  • Base total: 50 points




Sequel option 1: Veni, vedi, vici!
You returned home successfully after a mission complete, to find the unrest that added to your troubles dealt with. Your government requests you hand over your mission report and any acquired hard evidence you’ve gathered.

- Hand over §100 000 worth stolen objects and simleons as well as some photographic evidence. (Optional: create a museum to display your hard-earned victory, using the stolen object and photographic evidence. Make sure you really do subtract the right amount of simleons in the end.)

- As a reward, your government has chosen to give you a house. (Pick/build any house you want, under §135 000 and use the free real estate cheat to move your sim/sims there.)

Since you did so well on your assignment, your government wishes for you to… Well, breed good citizens. So, settle down, find a spouse (or two or three) and get to baby making and teaching those patriotic ideals and skills and bettering the country from the ground level up.
  • Turn aging to normal (if you had it on long).
  • Using all rewards potions is allowed for everyone.
  • Complete at least 1 FAMILY or LOVE aspiration.
  • Have at least 2 children. Have the children complete at least 1 childhood aspiration each.
  • Help teach your children and try to convince as many as you can to pick your hard-earned skills.




Sequel option 2: What’s happening here?
You returned home successfully after a mission complete, to find the unrest that added to your troubles still underway. Your government requests you hand over your mission report and any acquired hard evidence you’ve gathered.

- Hand over §100 000 worth stolen objects and simleons as well as some photographic evidence. (Optional: create a museum to display your hard-earned victory, using the stolen object and photographic evidence. Make sure you really do subtract the right amount of simleons in the end.)

- As a reward, your government has chosen to give you a house. (Pick/build any house you want, under §50 000 and use the free real estate cheat to move your sim/sims there.)

Your government wishes for you to start a PR campaign in their name and help build again the trust lost during the unrest that started when you’d just gotten settled on your spy assignment.
  • Reach the top of social media or politician career (with your previously played spy sim).
  • Optional: turn aging to normal, use of all potions is allowed.
  • Find a spouse/partner from your country, is you don’t already have one. If you married/moved in/partnered up on your previous assignment with a member of the target country, divorce them first before progressing. You can keep up with them, as long as you keep the relationship a secret and your future spouse/partner doesn’t get a hint of it. Remember, you are on a long-term patriotic PR mission here. (If you had children with the previous partner, you can choose to deal with that however you see fit.) Option B, keep your previous spouse/partner as a partner and get a cover spouse from your country, but they must have the kleptomaniac trait to qualify.
  • To interact with the people of your country create and manage 3 new clubs, with different members in each club. Raise the number of members to maximum. Have at least 2 assigned club activities in each club, and at least one activity that is different in all the clubs. Assign and furnish at least one location for club gathering. So long as all the clubs have a designated meeting place, that is not your house, you can assign them all to same location if you wish. Your family members can help with the clubs, as long as they are members of your country. Only your spy sim can be part of all 3 clubs, as the starting leader.

Earn enough club points to pick at least following upgrades for each club:
  • 1 special hand shake (all clubs can have the same one if you wish)
  • all club size upgrades
  • 3 upgrades for club vibe
  • 1 unique skill boost, that fits the activities
  • spend additional 300 club points on any upgrade to your club

Sigil's Sims 4 Adventures
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#empty #unfurnished #starter houses with #noMOO and #noCC
Post edited by sigildagger on
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