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New History/Legacy Challenge: The Great British Sim Challenge

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  • EmersedCrownEmersedCrown Posts: 120 Member
    1 Iron Age

    1.1 Historical Information

    Iron Age Britain was a violent place. People lived in clans that belonged to tribes led by warrior kings. Rival tribes fought with deadly iron weapons. Many people lived in hill forts to keep safe from attacks.

    Inside the hill forts, families lived in round houses. These were simple one-roomed homes with a pointed thatched roof and walls made from wattle and daub (a mixture of mud and twigs). In the centre of a round house was a fire where meals were cooked in a cauldron. Around the walls were jars for storing food and beds made from straw covered with animal skins.

    Iron Age farmers grew crops and vegetables. They kept geese, goats and pigs and had large herds of cows and flocks of sheep. Some people worked as potters, carpenters and metalworkers. Men and boys trained as warriors. They had to be prepared to fight at any time.

    The druids were very important in Iron Age society but we know very little about them. They were the Celts' priests, responsible for all sorts of religious ceremonies. Druidism can be described as a shamanic religion, as it relied on a combination of contact with the spirit world and holistic medicines to treat (and sometimes cause) illnesses. They were said to have induced insanity in people and been accurate fortune tellers. Their practices were similar to those of priests today, connecting the people with the gods, but their role was also varied and wide-ranging, acting as teachers, scientists, judges and philosophers. They were incredibly powerful and respected, able to banish people from society for breaking the sacred laws, and even able to come between two opposing armies and prevent warfare! They did not have to pay taxes or serve in battle. Druid women were also considered equal to men in many respects, unusual for an ancient community. They could take part in wars and even divorce their husbands! The origin of the word ‘Druid’’ is unclear, but the most popular view is that it comes from ‘doire’, an Irish-Gaelic word for oak tree (often a symbol of knowledge), also meaning ‘wisdom’. Druids were concerned with the natural world and its powers, and considered trees sacred, particularly the oak.

    From BBC Bitesize, BBC History Archive and Historic UK


    1.2 Era Preparation

    Create your two starting sims, one female and one male. Both young adult. They can be human or any occult. Choose their traits how you wish. Choose their aspirations from the era-appropriate list:

    Friend of the Animals;
    Fabulously Wealthy;
    Spellcraft & sorcery;
    Serial romantic;
    Soulmate;
    Outdoor Enthusiast;
    Purveyor of Potions;
    Freelance Botanist;
    Angling Ace;
    Leader of the Pack;
    Friend of the World;
    Party Animal.

    You can add one dog or cat to your household, if you want. If you decide to do this, add a Vet Clinic lot to your world.

    If you have Seasons, you must start in Spring.

    Move your household into any empty lot in your world. Give that lot three of the following traits: Off The Grid; Grody; Filthy; Creepy Crawlies; Cat Hangout; Dog Hangout; Cursed.

    Buy a tent, campfire (No Outdoor Retreat: bed and grill), toilet bush (No Jungle Adventure or Get Together: non-electronic toilet) and a pet bowl if you have started with a pet. If you have the ‘off the grid’ lot trait then you can also have an off the grid bathtub.

    Once you have bought these items, reduce your funds to 0 using the money cheat.

    If you have Seasons, add a holiday on the last day of each season. Title the holiday ‘Special Event' and give it the tradition 'fighting'. If you do not have Seasons, you will need to manually remember to play the special event every 7 (Hard), 14 (Medium) or 28 (Easy) sim days.

    If you have Seasons, create the following holidays:

    Ostara (early Spring) - egg hunt; flower bunny; gardening; tell stories.

    Beltaine (late Spring) - tell stories; streaking; holiday gnomes; fire.

    Lughnasa (first day of Autumn) - gardening; thankful spirit.

    Samhain (late autumn) - bar-b-que; fire; spooky spirit; remembrance; trick or treat.

    Yule (late winter) - festive lighting; fire; give gifts; thankful spirit.

    OPTIONAL: to fill any remaining empty lots, you may want to add some wild forests*** [park community lot] or non-residential farms*** [community garden park lots]
  • EmersedCrownEmersedCrown Posts: 120 Member
    1.3 Era Rules

    Family Life

    • Babies must be born at home, not in hospitals.
    • Babies may not be sent to daycare and nannies cannot be hired.
    • Roll a die after every baby is born. If you roll a 1, the mother dies in childbirth (use cheats to kill sim).
    • Roll a die when every baby or toddler ages up. If you roll a 1, they die in infancy (achieve by deleting the sim)
    • Sims can marry from teen age onwards (requires MCCC to allow; otherwise young adult)
    • Children and teens should not go to school (use MCCC or just skip school)
    • You are allowed roommates but only be asking sims to be a roommate; no placing advertisements
    • You are welcome to use the gallery for all buildings or sims mentioned.
    • Sims cannot consume or hold anything which resets their age or makes them immortal.
    • To achieve required, unnatural deaths you may use a cheat. However, for storytelling purposes, you may also choose to do it the ‘long’ way (e.g. lock them in a room and set fire to it) or with a mod (e.g. extreme violence). Keep in mind that longer methods could mess with other goals or take too long.

    Lifestyle

    • The phone should only be used for the following: plan a social event; invite someone to hangout at current lot; split from household and move; move household; take a vacation; travel; find a job; quit job; hire a service; cancel service; buy a vet clinic.
    • Sims may only eat food that they have caught or grown such as insects, fish, fruit or veg and can only cook meals that they have all the ingredients for.
    • Sims cannot order medicine to deal with illnesses.
    • Sims cannot volunteer
    • Sims can only work towards one aspiration at a time and cannot change aspiration until their previous aspiration has been completed
    • All occults and aliens are permitted in your world or challenge household. You must use MCCC to turn on aging for vampires or kill them at the end of each era.
    • Ghosts can be part of your household, but must be released to the netherworld at the end of the era
    • You can hire maids, gardeners & butlers, but only if you have the 'free services' trait so that they are essentially your 'slaves'. You could also move in one non-related sim to act as your slave in your household, though moved in slaves cannot count towards any goals.
    • Sims must ‘stay out of the spotlight and cannot become famous.
    • Permitted N.A.Ps: Foodies Unite; Free Love; Green Gardening; Rock Your Body; Roughhousing Encouraged; Self-sufficiency; Sharing is Caring; Water Conservation
    • NPC Voting must be enabled
    • Eco Footprint gameplay must NOT be enabled
    • Your sims cannot purchase, grow or harvest money trees or the potion of youth.
    • You cannot use a money cheat to make a lot affordable for your challenge household, but you can do so for NPC households that you want to move into more era-appropriate homes.
    • Any sims which join your household cannot bring any money with them when they do.
    • When a teen or older sim first moves into your household e.g. via marriage or adoption, you are allowed to change their aspiration. Newly added children can only change aspiration if their current aspiration is not permitted in that era.

    Travel

    • You are allowed to visit Granite Falls, but can only stay in era-appropriate rental homes or the camping ground
    • You cannot visit: Oasis Springs; San Myshuno; Del Sol Valley; Strangerville; Selvadora; Sulani; Britchester; Mount Komorebi.
    • You can move to a new house as many times as you want and move within your universe as many times as you want, but only to permitted worlds
    • If you move to a new house before you have achieved the house goal for that era, then your new house must meet the goal. If you have already achieved the house goal then your house only needs to be follow the general era rules. In both cases, your lot traits must follow you when you move.

    Career

    • Plants cannot be grown indoors. Seed packets cannot be bought, but you are allowed to keep and use any that are gained by other means (e.g. magical gnomes)
    • Any non-era objects that your sims collect or are gifted can be sold but cannot be used
    • Sims cannot have careers but can own and run a vet clinic.

    Goal-specific

    • Some goals have multiple parts to them. All parts must have been completed once for the goal to be achieved. Once they have been achieved, goal conditions do not have to be maintained (e.g. if the goal is to have a household of 8 sims, once that has been achieved you can drop back below 8).
    • On Special Event day, you have up to five days to complete the special event (unless a different time frame is specified in the event). If the event is not completed by the end of that time limit, add one day to your era length score.
    • Do not move on to the next era until all goals for this era have been completed (not including special events)

  • Pamtastic72Pamtastic72 Posts: 4,545 Member
    I started on this yesterday. I’m still getting things set up, but am very much looking forward to getting going on the gameplay. I found that some of the clothing from Journey To Batuu work really well for the first two time periods of this challenge too, especially when combined with some of the medieval/dark ages cc that’s available. I’m having a blast finding cc/mods to get things as realistic as I can.
  • EmersedCrownEmersedCrown Posts: 120 Member
    @Pamtastic72 that is awesome to hear! You've also given me a reason to consider buying Batuu, which I never thought I would have...

    Just so you know, I'm releasing an update today. It won't mess with any of your set-up, it just fixes some inconsistencies across eras/typos etc.
  • EmersedCrownEmersedCrown Posts: 120 Member
    edited March 2021
    As I got super tired from work yesterday and forgot to post, I'm going to post two days worth of content today! This information is officially everything about the Iron Age:

    1.4 Permitted Items, Jobs and Aspirations

    Items

    Comfort - all except desk chairs

    Surfaces - all

    Plumbing - toilet bush; rejuvenating hot spring; off-the-grid toilets and off-the-grid bathtubs IF you have the 'off-the-grid' lot trait.

    Activities and skills - woodworking table; soccer ball; fish trap; pumpkin carving station; patchy the straw man; ole timmy's wash tub; wedding arch; beach towel; bonfire; wind chimes; clothesline; bee box; insect farm; selvadorian craft sales table; tents; horseshoe pit; luminary's exotic water garden; whispering wishing well; hamper; spellcaster’s orbs, brooms and wands; knitting objects; vet clinic objects.

    Decorations - all

    Pets - food bowls; litter boxes

    Kids - bassinets; nesting blocks; lump of clay; toddler beds; swings; potty; Omiscan dolls.

    Lighting – off-the-grid only

    Electronics - none

    Appliances - all outdoor cooking; trash cans

    Storage - misc storage chests

    Transportation - none

    Aspirations

    Spellcraft & sorcery
    Serial romantic
    Soulmate
    Outdoor Enthusiast
    Purveyor of Potions
    Angling Ace
    Leader of the Pack
    Friend of the World
    Party Animal
    Freelance Botanist
    Fabulously Wealthy
    Social (children)


    Permitted jobs
    Selling collectibles, woodwork and other objects randomly gained from collecting/gifts in the inventory or the Selvadorian craft sales table.

    1.5 Goals

    1. Fort Life

    Build an iron age settlement to live in. The lot must be surrounded by a fence. Build at least two huts - a sleeping hut and a communal living and eating space.

    2. Fighting to survive

    Have a household of 8 sims (the sims can only join your household via marriage or birth and one sim may be a pet).

    Have a sim outlive 5 spouses; the spouses can die via cheat if the cheat has been required by the challenge (e.g. they die in a tribal war special event). Otherwise, the death must be from in-game causes.

    Have a sim with 10 children (the partners/children do not have to be part of your challenge household).

    3. Exploring the Wildlife

    Harvest from 50 wild plants.

    Stay overnight at 25 different lots.

    Eat every toxic plant [No Outdoor Retreat: eat 10 different wild fruit, herbs or veg]

    4. Farm Life

    Have 10 plants of nice quality or better with at least two fruit, herb or veg for each season [no Seasons: have 10 fruit, herb or veg plants of excellent quality]

    Make a new plant by grafting.

    5. Druid Leader

    A Challenge Household sim must lead a club of 8 sims called the ‘Druids'. The club hangout must be the Sacred Grove. [No Get Together – be good friends with 7 sims. You must meet these sims at the Sacred Grove and can only socialise with them there].

    Have a pristine reputation. [No Get Famous: be good friends with 20 sims – if you also do not have Get Together, then this is in addition to the 7 Druid Sims].

    Have the ‘mentor’, ‘great storyteller’, ‘always welcome’, ‘heat acclimation’, ‘waterproof’, ‘storm chaser’ and ‘cold acclimation’ traits. [No Outdoor Retreat: buy the moodlet solver once; No Seasons: ‘Independent’ and the moodlet solver]

    Become a spellcaster or add a ghost to your household. Regardless of which option you choose, the druid sim must woohoo with a ghost.


    1.6 Special Events

    On the special event day, roll a die and complete the corresponding activity:

    1 or 2: Wolf Attack.
    Roll a die for each non-pregnant teen and older member of your household. If you roll a 1 or 2, they die in a wolf attack.

    3 or 4: Tribe War.
    All of the young adult and older sims of your household must visit and fight all of the young adult and older sims of another household. Keep a tally of which household wins the most fights. The overall winning household gains £1000 or a female sim from that household; the losing household has all except one of the fighters die. If you have completed the Druid Leader goal, then you do not have to go to war. Instead, send the Druid sim to another household and spend the day (9am - 6pm) socialising.

    5 or 6: Tribe Armistice.
    To create a truce to the recent tribal wars, you and another household have decided to build closer bonds with each other. Invite members of the other household over to your lot. By the end of that day, one of the Challenge Household teen or older sims must become the boyfriend/girlfriend of one of the other household’s teen or older sims. These sims must move in together. It is up to you whether they move into or out of your household. If you fail to make a love match by 2am, you must complete the Tribe War event the following day.

    Please also note - I've released an update to the challenge today! There are no major rule changes, just some fixes to inconsistencies and typos. You can get the download here (OneDrive)

    EDIT 1.3: I spotted that the Aspirations list hadn't fully copied over, so I've fixed it
    Post edited by EmersedCrown on
  • EmersedCrownEmersedCrown Posts: 120 Member
    2 Roman Britain

    2.1 Historical Information

    When the Romans came to Britain, they brought their way of life with them. Over time, the people of Britain and the Romans mixed. The Britons began to live the Roman lifestyle and the Romans took on local customs.

    The Romans built new towns. These were often protected by walls and there was everything a citizen of Roman Britain would need inside - houses, shops, meeting spaces, workshops, temples and bathhouses. They also built grand country houses called 'villas'. These had many rooms, some with beautifully painted walls, mosaic floors and even central heating. Villas were large farms with a big house for the owners. They had lots of servants and farm workers to help run the villa. A Forum was the main centre of a Roman city. Usually located near the physical centre of a Roman town, it served as a public area in which commercial, religious, economic, political, legal, and social activities occurred.

    A Roman aristocrat who wanted to reach the highest level of society (senatorial aristocracy) did not have a great variety of choice for a career; he was for the most part limited to unpaid public service in different magistracies, in the Senate, and in the courts.

    Life for women in Roman times was often hard. Women were expected to run the home, cook meals and raise children. Wealthy women were lucky: they had slaves to do the work for them. Many girls were married at the age of 14. Marriages were often arranged between families. A man could divorce his wife if she did not give birth to a son.

    From BBC Bitesize, Romanobritain.org and Ancient.eu

    2.2 Era Preparation

    Romans have invaded Britain. At the start of this era, roll a die for every non-pregnant teen and older sim in your universe. If you roll an even, they live. If you roll an odd, they die in the invasion. [Challenge Household are exempt].

    Demolish the Sacred Grove. If you have Get Together, the Druid club must be disbanded.

    In Oasis Springs, build Roman style residential lots in the world and add Roman families of 1 - 8 sims to each one until your total sim population is around 40. In the Iron Age world, build a roman mansion on the largest lot. Add a Roman general and their family to the lot.

    Build a Roman Forum [marketplace community lot] in Oasis Springs and the Iron Age world.

    Build the Roman Baths [pool/spa/gym community lot] (see images below for design inspiration) in Oasis Springs and the Iron Age world.

    If you made the Roman Baths a pool or spa community lot, then you can also add a gym to the Iron Age world/Oasis Springs. The gym should be in the style of an outdoor training ground for soldiers***.

    You can now remove one of the traits on your lot and replace it with a trait of your choice (Base game only – you cannot remove off-the-grid but can add one trait).

    If you have seasons, add a holiday in early spring called Lupercalia. Give it the following traditions: romantic spirit; go on a date; give flowers.

    OPTIONAL: to fill any remaining empty lots, you may want to add some wild forests [park community lots] or farms [community garden lots]. To fill remaining lots in Oasis Springs, you may add Roman-style restaurants, bars, residential lots
  • EmersedCrownEmersedCrown Posts: 120 Member
    edited March 2021
    NOTE: because this thread is copying out the whole challenge and I don't want the posts to be too ridiculously long, I'm not going to repeat rules from previous eras; instead, I'll just specify new/changed rules. In the full document (see download in the very first post for this thread) for the challenge the rules are always written out in full just in case you only want to play a few eras/can't be bothered to scroll back to earlier eras.

    2.3 Era Rules


    Family Life
    • Children & teen can now go to school

    Lifestyle
    • The phone can now also be used for: fishing and gardening notebooks; buy a retail store.
    • Sims can eat any meal available on the outdoor cooking objects or cauldron
    • Sims can order medicine to deal with illnesses.
    • Permitted N.A.Ps also now include: Promote Creative Arts.
    • Sims can only paint from reference, landscape, figurine and emotional paintings; for murals, sims can paint optical illusions, cultural, figures and nature.

    Travel
    • You can now visit Oasis Springs

    Career
    • Sims can have jobs but cannot take vacation days, sick leave or family leave


    2.4 Permitted Items, Aspirations and Jobs
    (In addition to previous era)

    Plumbing - non-electronic toilets and bathtubs
    Activities and skills - candle-making table; cauldron; yoga mat; chess table; meditation stool; happy hands and feet chair; massage table; daring debater podium set; wall and floor mural; bonsai tree; easels; guitars; fountain of mirth; banquetia plateau; fancy feast banquet table; bars; celestial crystal crown; bubble blowers; saunas; punching bags; weights workout machines; planter pots/boxes; bird feeder; fizzing machines.
    Pets - beds; scratching posts
    Kids - highchair; toy box; monkey bars.

    Aspirations
    Athletic
    Painter Extraordinaire
    Mansion Baron


    Permitted jobs:
    Painter
    Athlete (bodybuilder branch only)
    Manual labour
    Fisherman
    Own retail or vet clinic; only permitted items can be sold in retail.
    Play music for tips
    Politician (politician branch only)
    Babysitter
    Retail employee
  • GalacticGalGalacticGal Posts: 28,294 Member
    Nuts, and here I thought I may have a place to share my ancestral game save. I plan on playing my lineage all the way down until just before me. I don't play myself, ever. I've had a very long, sometimes painful, life and don't wish to relive the tragedies I've experienced. But, I thought it would be fun to keep the save going up and until it gets to me, even so. :) But, I do start it here in the American Colonies, as it was in the 18th century. My Seventh great-grandfather was born in London, England, came here in 1740-ish, married a gal with Scandinavian roots and gave birth to my Sixth great-grandfather who became a somebody. Oh, well. This sounds like fun, but too involved for me at this time. I'll just play my own little private legacy, as it were, no rules. No holds barred. :p, as it were.
    You can download (free) all three volumes of my Night Whispers Star Trek Fanfiction here: http://galacticgal.deviantart.com/gallery/ You'll need to have a pdf reader. New websites: http://www.trekkiefanfiction.com/st-tos.php
    http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
  • EmersedCrownEmersedCrown Posts: 120 Member
    @GalacticGal that sounds like such a fascinating idea and so cool that you can base it off of your real family history
  • EmersedCrownEmersedCrown Posts: 120 Member
    2.5 Goals

    To decide the first two goals, you must pick a path:

    Path One: British Roman

    Move to Oasis Springs and stay there until the end of the era.

    1. Gladiator

    Have a sim reach the top of the athlete career (bodybuilder branch). With every promotion, get into a fight with another sim and win. If your sim loses a single fight, they must die and you must start this challenge over with a different sim. Any sim that loses a fight to your sim must die. When you reach the top of the career, befriend the Grim Reaper.

    2. The Statesman

    Have at least one sim become part of a Senate club of 8 sims. The senate must have a club hangout of the Forum. Club activities must be a combination of any of the following: drink bar drinks; acting routines; read; debate; meditate; play chess; sabotage objects; give speech; be friendly; be mean; be mischievous; sleep. They must have the following Club perks: Popular or Infamous Club; a club handshake; Level 3 Focused club vibe; Skill boost perks for logic and charisma skill; Networked club. [No Get Together: travel to the forum once a day for at least five hours with 7 other sims; once there, engage in debate, play chess and have at least two deep conversations]

    Path Two: Celtic Resistance

    Stay in the Iron Age world until the end of the era.

    1. Keep Traditions Alive

    Have a sim born in Roman Britain era reach the top of the fisherman or manual labourer career.

    Have a sim born in Roman Britain era complete the freelance botanist or angling ace aspiration.

    2. Rebellion

    Have at least one sim become part of a secret resistance of 8 sims who were born in the Iron Age. You can create a club to unite them or just become good friends with them all. If you do not have 8 sims still alive that were born in the Iron Age, then fill the gaps with sims who had at least one parent/grandparent born in the Iron Age.

    Become declared enemies with 8 different British Romans (any sims born or added during this era).

    Become partners in crime with someone in the resistance. Clog the drains at the bathhouse and sabotage an object at the Forum.

    Once all of the above has been completed, befriend the Grim Reaper then send the whole club to fight your declared enemies. Even if you win your fights, everyone in the resistance must die. One British Roman must also die.

    Goals for Both Pathways:

    3. Villa living

    Build a Roman villa to live in. The villa must have at least one bedroom, one living room, a communal eating space and garden.

    4. Roman wives

    Have one female sim give birth to a total of six children, have L10 cooking skill and the trait 'speed cleaner'. If the woman has not had a son by her third child, she must be divorced, removed from your household and you must find a new wife and start the goal again. (Gender swap alternative: if the male sim has unsuccessfully impregnated the wife with a son by the third child, he must be divorced, removed from your household and you must find a new husband and start the goal again. If using MCCC to allow same-sex pregnancy, the target sim takes on the role of ‘Roman wife’ and initiator is ‘husband’)

    5. When in Britain, do as the Romans do

    Visit the Roman Baths and forum at least once a week (if you have Seasons, I recommend making a holiday to remind you).

    Earn bronze or better at 50 social events and mix 100 drinks.


    2.6 Special Events

    On the special event day, roll a die and complete the corresponding activity:

    1 or 2: Celtic revolt.
    Have a young adult or older sim from your household fight either a British Roman (if you chose the Celtic Resistance goal) or a Celt (if you chose the British Roman goal) three times. The sim with the most losses dies. If your household does not contain a young adult or older sim, then your household is ransacked in the revolt instead and you must lose 90% of your household funds and delete any items from the ‘activities and skills’ item category.

    3 or 4: Empire Taxes.
    To fund the continued spread of the empire, the Emperor has demanded that every household hands over more of their gold. Roll the die again to decide the amount of taxes you are handing over (die roll x10 = % of household funds that must be paid). Use the money cheat to achieve.

    5 or 6: Blessings from the Gods.
    Today you are allowed to use a cheat to achieve one of the following: one of your sims becomes pregnant (you can also choose the number of babies, up to a maximum of three, & their genders); all Challenge Household sims increases one of their skills by one point; a sim's needs are all completely filled; a sim can change their traits or aspiration; gain one collectible of your choice.
  • EmersedCrownEmersedCrown Posts: 120 Member
    3 Anglo Saxon Britain

    3.1 Historical Information

    The last Roman soldiers left Britain in 410. New people came in ships across the North Sea – the Anglo-Saxons. The Anglo-Saxon age in Britain was from around AD410 to 1066. They were a mix of tribes from Germany, Denmark and the Netherlands.
    Anglo-Saxon children had to grow up quickly. By the time they were ten, they were seen as an adult. This wasn't always a good thing. They had to work as hard as any adult and would be punished as adults, if they stole or broke the law. Girls worked in the home. They were in charge of housekeeping, weaving cloth, cooking meals, making cheese and brewing ale. Boys learned the skills of their fathers. They learned to chop down trees with an axe, how to plough a field and how to use a spear in battle. They also fished and went hunting with other men from the village. Only a few girls and boys learned to read and write.
    Life on an Anglo-Saxon farm was tough. All the family had to help out - men, women and children. Men cut down trees to clear land for ploughing and to sow crops. Farmers used oxen to pull ploughs up and down long strip fields. Children with dogs herded cattle and sheep. They also kept a lookout for wolves - which still lived in Britain at this time.
    The Anglo-Saxons were great craftsmen too. Metalworkers made iron tools, knives and swords. Woodworkers made wooden bowls, furniture, carts and wheels. Potters made pottery from clay. Jewellers made beautiful brooches, beads and ornaments from gold, gemstones and glass.
    The Anglo-Saxons had armies too. But their soldiers didn't fight all the time. After a battle they went home as soon as they could and looked after their animals and crops."

    From BBC Bitesize

    3.2 Era Preparation

    As the Romans left, they destroyed many of their buildings. Bulldoze all the Roman community and residential lots in the Iron age world EXCEPT the Roman Baths (leave Oasis Springs).

    Roll a die for every non-pregnant teen or older sim in your universe [Challenge Household are exempt]. If you roll a 1 or 2, they die in the Anglo-Saxon invasion.

    In this era, you MUST live in Willow Creek. The neighbourhoods Sage Estates, Crawdad Quarter and Pendula view will become your future kingdom. Across the lots in these neighbourhoods, add: a gym community lot, styled as a battle training ground***; a bar community lot, in the style of a tavern/longhouse; a community garden [No Eco Living: park] community lot, styled as a farm. The remaining lots should be empty.

    The neighbourhoods Foundry Cove and Courtyard Lane belong to a rival kingdom. Fill all of these lots with any combination of the following: residential lots filled with Anglo-Saxon households; a gym community lot, styled as a battle training ground***; a bar community lot, in the style of a tavern/longhouse; a community garden [No Eco Living: park] community lot, styled as a farm.

    [You can swap neighbourhoods if you want i.e. you take Foundry Cove and Courtyard Lane and the rival kingdom takes the others; the building requirements remain the same.]

    The Magnolia Blossom park lot should be filled with a wild wood.

    OPTIONAL: to fill any remaining empty lots, you may want to add some wild forests*** or farms*** (both park community lots)

    OPTIONAL: Add Westminster Abbey [museum community lot] to your world.

    You can now change one of the traits on your lot (base game only – you cannot remove off-the-grid but can add a third trait).
  • EmersedCrownEmersedCrown Posts: 120 Member
    NOTE: because this thread is copying out the whole challenge and I don't want the posts to be too ridiculously long, I'm not going to repeat rules from previous eras; instead, I'll just specify new/changed rules. In the full document (see download in the very first post for this thread) for the challenge the rules are always written out in full just in case you only want to play a few eras/can't be bothered to scroll back to earlier eras.

    3.3 Era Rules

    Family Life

    • Children and teens can no longer go to school and must help their parents e.g. cleaning, collecting etc.

    Lifestyle

    • You can hire maids, gardeners & butlers with or without the free services trait

    3.4 Permitted Items, Aspirations and Jobs

    Activities and skills - flower arranging table; kegs; ice rinks;

    Electronics - computer [only for passing law exams]


    Aspirations
    Friend of the Animals

    Permitted jobs:
    Law
    Gardener (Florist branch only)
  • EmersedCrownEmersedCrown Posts: 120 Member
    I think this is my favourite era because of the goals :)

    3.5 Goals

    In this era you will aim to become the Chief of your own kingdom (Willow Creek). Ensure that you have correctly followed the setup in the Era preparation: you should have ten empty lots of Willow Creek and a rival kingdom occupies the other ten.

    Decide which sim in your Challenge Household will become Chief. Any child or older sim is eligible. If the Chief dies before all goals have been completed, their sibling, child or spouse becomes the new Chief. Goal 1 must be started again for any replacement Chief; all other goals can be continued.

    1. Build respect

    The Chief must complete one of the following:
    • Reach L10 fitness and defeat in a fight one young adult or older male sim from every household in the rival kingdom;
    • Give crafted or harvestable gifts worth at least £100 total to every household in your kingdom (all available lots in your kingdom must have a household);
    • Have a pristine reputation and complete the Friend of the World aspiration;
    • Complete the spellcraft & sorcery aspiration

    2 Build connections

    Have a relative link with every household in your kingdom. This can be parents, siblings, aunts & uncles, cousins or nieces & nephews. They must be related to the Chief or their spouse. There must be 12 households (not including the challenge household) in your kingdom.

    3. Build power

    Have a household of 8 sims. The first three sims in your household are compulsory:
    • The Future Chief;
    • The Chief’s spouse;
    • An heir.

    The remaining five can be a mix of your choice:
    • Chief bodyguard - a sim with L10 fitness and is best friends with the chief.
    • Sage - a spellcaster.
    • Illegitimate child – up to one child from a relationship with another sim. This child must never go above acquaintances with the wife of the chief.
    • Adopted orphan – one child who lost both of their parents and is welcomed into the Chiefs home… as a live-in servant.
    • Political Strategist - a sim with L10 logic.
    • Master woodsman - a sim with L10 herbalism [no Outdoor Retreat - L10 handiness].
    • Wise Elder - an elder sim who is related to the Chief or chief’s wife.
    • Rival Sibling - the Chief’s younger sibling who is also their declared enemy.
    • Rival children - additional children after the heir; they must be enemies with the heir.
    • Guard dogs – up to two dogs; each dog must have the traits 'loyal' and/or 'aggressive’.

    4. Build your Kingdom

    Build an Anglo-Saxon village for your household to live in. It must include:
    • A Chief's hall where the Chief, chief’s spouse, guard dog(s) and the heir can eat, sleep and be entertained
    • A hall for all the other subjects to eat, sleep and be entertained
    • A workshop for crafting (woodworking, flower arranging etc.)
    • A farm of at least 10 plants
    • One washroom (bath, no toilet)
    • One toilet
    • A prison for rival sims to suffer in

    Once you have completed goals 1 – 4, you are officially the chief of your kingdom! Throw a coronation holiday event/party. You can now work towards goal 5:

    5. Expand your kingdom

    Take over the rival kingdom. A household counts as being ‘taken over’ when one of the following has occurred:
    • A member of the rival household has married a member of the chief or chief’s wife’s family.
    • Every young adult or older member of the rival household has been beaten in a fight by the chief and the eldest sim of the household has been killed (in your kingdom’s prison – death cannot be caused by cheats)
    • The chief has become good friends with every sim in the household

    3.6 Special Events

    On the special event day, roll a die and complete the corresponding activity:

    1 or 2: Red Wedding

    Have one of the following sims die at their own wedding (cheats cannot be used to cause the death). You have seven days to complete this event:
    1. The chief’s child
    2. The chief’s first love
    3. The chief’s best friend
    4. The chief’s biggest enemy
    5. The chief

    3 or 4: Rival Kingdom Attack.

    The chief must travel to the tavern of the rival kingdom. If you have a chief bodyguard then they can come too. Have the chief fight a sim from the rival kingdom in the tavern. If the chief wins, gain £10,000 or a female sim from any household in the rival kingdom. If the chief loses, they lose the respect of their kingdom and must be evicted. If you have a chief bodyguard then they may fight in the chief’s place; the win conditions are the same. If the chief bodyguard loses, they must be evicted from the household and a new bodyguard hired in their place.

    5 or 6: Praise Thunor.

    The great God Thunor has struck your land with lightning and granted you a precious metal or crystal. Use a cheat to collect one metal or crystal collectible of your choice.
  • EmersedCrownEmersedCrown Posts: 120 Member
    4 Medieval Britain

    4.1 Historical Information

    Most people in the Middle Ages lived their lives fully believing in the reality of a spiritual realm all around them and in heaven or hell when they died. At this time, the people of the British Isles were Roman Catholic and the majority of people strongly believed in this religion and its values. Monks and nuns took vows of poverty (no money), chastity (no sex) and obedience (obeying the Abbot or Abbess). Monks built huge monasteries. Monasteries had running water and good toilet facilities and were much healthier places than medieval towns and villages. Places in a monastery: Church; Cloister (a covered walkway round a courtyard, where the monks copied books, studied and exercised); Chapter House (where the monks met every day to listen to readings from the rule book and Bible); Lavatory (where the monks washed themselves); Reredorter (the monastery toilets); Dormitory; Refectory (where the monks ate); Cellarium (where the cellarer looked after the wine and beer).
    A young nobleman would join the household of another lord. He would serve there as a page, learning how to carve and fight on horseback. He would then serve as a squire until he was about 18 years old, when he would go through a religious ceremony and become a knight. Towards the end of the Middle Ages, knights were obsessed with chivalry. To be a great knight no longer meant only to be great in battle; it was necessary to be a perfect courtier too – a sportsman, musician, poet – and to play the sophisticated games of courtly love.
    Ladies-in-waiting were chosen from noble families of ranks lower than their mistresses. A lady-in-waiting is considered as a companion of a queen rather than a servant. Therefore, she does not engage herself in the household chores like cleaning, cooking, etc. She is looked upon as a confidant, personal assistant, and even as a friend. In general, ladies-in-waiting would follow the court’s etiquette, participate in her pastime like dancing, music, reading, embroidery, etc., accompany her on tours when she travels without the king, offer useful advice etc. Ladies-in waiting often stay with the queen wherever she lives, staying in the same chamber as the queen.
    In the mid-14th century the Black Death killed up to half the population.

    From BBC Bitesize, the British Library and Historyplex


    4.2 Era Preparation

    The Normans (French) have invaded Britain. Roll a die for every non-pregnant teen and older sim in your universe [Challenge Household are exempt]. If you roll a 1 or a 2, they die in the invasion.

    As the Normans have taken over, you no longer rule over your kingdom.

    In this era, one sim from your challenge household will become a monk or nun. To be eligible, the sim must be unmarried and at least a teen. This sim must move out of the old Challenge Household and into the monastery, which becomes the new Challenge Household. Your sim must relinquish all personal possessions so they cannot bring any items or money with them when they move. If there are no eligible sims in your household then you may send the eldest child or choose a sim from a different household to play this era onwards.

    Add a monastery/nunnery [residential lot] and a cathedral [museum community lot] to every occupied world in your universe. Every monastery & nunnery must have up to 5 sims added (if you have MCCC, flag these sims to never marry). These sims can be new or can be made up of single sims from your universe.

    Choose one nunnery/monastery for your household monk/nun to move in to. As the monastery has been built by the Catholic Church, there are no monetary limitations to its size or scale. It must, however, meet the requirements specified in the 4.5 Goals.

    Add one castle [residential lot] to every occupied world in your universe and move in a Norman noble household (all households must have at least one married couple).

    Add additional medieval peasant households until your total sim population is at least 70.

    OPTIONAL: Add the Tower of London to your world [residential/museum community lot]

    OPTIONAL: Add a Town Market [marketplace or park community lot] lot to your world.

    You can change one of the traits on your lot, if you want (base game only – you can now change one of the traits on your lot, if you want).

    If you have seasons, edit the following holidays:
    Eostara must be renamed to Easter. Add 'attend holiday ceremony' as a tradition.
    Beltaine must be renamed May Day. Remove streaking and add 'games' and 'party spirit'.
    Samhain must be renamed Halloween. Replace 'bar-b-que' with 'wear costumes’.
    Lugnhasa must be renamed Harvest Festival. Add ‘party spirit’.
    Yule must be renamed to Christmas. Add 'attend holiday ceremony'.
    Lupercalia must be renamed to St. Valentine's Day
  • EmersedCrownEmersedCrown Posts: 120 Member
    4.3 Era Rules

    Only new or changed rules are listed here. See earlier eras for full rules. In the full challenge document (see OneDrive download in the very first post of this thread) the rules are always written out in full for ease of access and clarity.

    Family Life

    • Children can go to school but teens cannot go to high school
    • Sims cannot woohoo outside of marriage (of course, some naughty sims may break this rule… any sim caught woohooing outside of marriage/pregnant outside of marriage must be evicted from the world or killed).
    • Woohoo must always be 'try for a baby’ (this rule can only be broken by naughty sims if you have a mod that can give woohoo a 40% chance of causing pregnancy)

    Lifestyle

    • Sims can volunteer
    • Your household must visit the church community lot every Sunday for at least an hour. If you have Seasons, create a holiday (your choice of traditions) every Sunday to help you remember.
    • You can now attend the University of Britchester. You must live at home. You cannot be part of any organisations.


    Travel

    • You can now visit Britchester, but only to attend university classes

    Career

    • Sims can have jobs but cannot take vacation days, sick leave or family leave except on Sundays; Sims must take a vacation/sick/family day if their career wants them to work on a Sunday (if you have Seasons then you can make a church holiday and tick the ‘day off of work and school’ box)

    Permitted Items

    Activities and skills -gaming tables.

    Kids - journal; activity table; puppet theatre.

    Electronics - computer [only for passing law exams, writing skill or term papers]

    Appliances - fridge; oven; hot pot.

    Storage - bookshelves; wardrobes.

    Permitted Aspirations

    Public enemy
    Master Chef
    Big Happy Family
    Vampire Family
    Renaissance Sim
    Super parent

    Permitted Jobs

    Criminal (the boss branch only)
    Culinary (chef branch only)
    Doctor (you cannot follow them to work)
  • EmersedCrownEmersedCrown Posts: 120 Member
    4.5 Goals

    Part One: Monk Life

    1 Monastery living

    Build a monastery/abbey to live in. It must have a church, cloister, chapter house, lavatory, refectory, reredorter, dormitory and cellarium (see 4.1 Historical Information for details of what these are). You can use a build from the gallery to achieve this challenge, but the build must be edited to fit the criteria and only contain era appropriate objects. You can use unlimited funds to create the monastery as it is being paid for by the Catholic Church (the monks will pay the bills!). Once the monastery is built, use the money cheat to reduce your funds to £1000.

    2 Follow the faith [4 points]

    None of the monk/nun sims in the Challenge Household may use romance, mischief, or mean interactions (mean & mischief interactions can be used on sinners. See more details in goal 3).

    Every time a phone call asks if you would like to donate money, you must say yes. [No Get Famous: donate £1000 every 10 days].

    Volunteer every day. [No Parenthood: gift a harvestable or collectible to a non-Challenge Household sim every day].

    Meditate for an hour every day. [No Spa Day: sing or sit in silence in the pews of the church for an hour every day]

    3 Condemn the sinners

    Discover five of any of the following sims in your world and have all monks/nuns in the household become their declared enemy: Any occult; Aliens; Black cats; Sims that have two or more of the following traits: kleptomaniac; lazy; glutton; evil; genius; erratic; slob; hates children; noncommittal.

    All monks/nun must have pristine reputations [No Get Famous: each monk/nun must be friends with 20 different sims in your universe].

    4 Care for the needy

    Adopt at least one child (can be baby - child age) who has been orphaned by the Norman invasion or the Black Death special event; raise them to be in range of two character traits [No Parenthood: max 2 child skills]. If no children are orphaned by these events, use the phone to adopt.

    All monks & nuns must be in the doctor career.


    Part Two: Knights & Ladies

    When one adopted child reaches teen age, you may begin to work towards Goal 5. Once this child has left the monastery, the previous four goals are no longer attainable. Choose one of the two goals to follow below, based on whether the adopted child is a male (Squire in Training) or female (Lady-in-waiting) sim.

    5a. Squire in Training

    Become friends with a Knight (any young adult or older married male sim living in a castle in your universe). Once you have become friends, move into the Knight’s household. You may take up to £2,000 with you when you move.

    Train to become a knight by reaching max skill in fitness, dance and one of the following: charisma, guitar or singing. You must also have the traits ‘Observant’ and ‘Great Kisser’.

    You owe a debt of £20,000 to the Lord for all of your food, board and training. Earn the money to pay off this debt plus the money you need to move out. There are a few ways to cut down your debt:

    • If you are best friends with the Knight, take £5000 off of your debt.
    • If you beat the Knight in a fight, take £5,000 off of your debt. (Can only be applied once)
    • If you ever extinguish a fire in the Knight’s home, take £5,000 off of your debt. (If your sim started the fire, add £5,000 to your debt).
    • If you ever plead for the Knight’s life from the Grim Reaper and succeed, cancel all of your debt and the Knight will give you £20,000 towards your new home.
    • If the Knight dies then your debt is erased and you may stay in his home; however, you are duty-bound to marry his widow(er) or close relative (parent, sibling, child).

    Once you have met the skill requirements, paid off your debt and made enough money to pay for your new home, move into your own home and find a spouse by following the rules of courtly love (see below).

    5b. Lady-in-waiting

    Become best friends with a Lady (any young adult or older married female sim living in a castle lot in your universe). Once you have become best friends, move into that sims household and become their Lady-in-waiting: be in the same room as them at all times and follow their actions (you eat when they eat, you sleep when they sleep, you read when they read etc.).

    Train to become a lady by reaching max skill in dance, flower arranging and singing (No City Living: cooking instead of singing; No Seasons: gardening instead of flower arranging). You must also have the traits ‘carefree’ and ‘beguiling’.

    Once you have met your skill requirements, find a spouse by following the rules of courtly love (see below) and move in with them. You can only move from the Lord & Lady’s residence to your spouse’s residence, and you cannot take any money with you when you move.

    Rules of Courtly Love:

    No one can be bound by a double love (only one romantic relationship active at a time)

    It is well known that love is always increasing or decreasing (you must engage in at least one romantic interaction every day)

    Boys do not love until they arrive at the age of maturity (male sims cannot begin romantic relationships until they are young adults)

    When one lover dies, a widowhood of two years (28 days) is required of the survivor

    A true lover does not desire to embrace in love anyone except his beloved (you cannot engage in romantic interactions with anyone except the sim you have a romantic relationship with)

    When made public love rarely endures (no romance interactions in front of any other sims)

    The easy attainment of love makes it of little value; difficulty of attainment makes it prized (there must be at least a three-day gap between the first kiss and becoming engaged)

    If love diminishes, it quickly fails and rarely revives (if your romantic relationship drops down a level - e.g. from sweethearts to lovebirds - then the relationship must end completely)

    They whom the thought of love vexes eats and sleeps very little (sims eat one meal a day and sleep for a max. of four hours while wooing their future spouse)

    4.6 Special Events

    On the special event day, roll a die and complete the corresponding activity:

    COMPULSORY SPECIAL EVENT: the first special event day must be the Black Death. All following special events are decided by the die roll.

    1 or 2: Black Death

    Roll a die for every non-pregnant teen or older sim in your universe. Roll an even and they live. Roll an odd and they die. You may choose one sim in your Challenge Household who will be exempt from this event to ensure that your household survives.

    3 or 4: Crusades

    Have a teen or older male sim join the crusades. remove them from your household and make them homeless. Crusader sims may still visit their original household but cannot be invited. Receive a lump sum payment of £5000 from the King to cover the loss of income from this sim. If there are no eligible sims in your household/your household only contains one sim then the household must donate £5000 to support the crusades.

    5 or 6: Answered Prayers

    Choose one of the following: change as many of your lot traits as you wish; have a female sim become pregnant (you can decide the number of babies, up to triplets, and their gender); change as many of one sim’s personality traits as you wish; have a sim fall in love (use cheat to edit relationship level to a max of sweethearts); gain one collectable of your choice; if you are a Squire in Training, gain £30,000.
  • EmersedCrownEmersedCrown Posts: 120 Member
    5 The Tudors

    5.1 Historical Information

    Henry VIII took the throne in 1509, at age 17. Six weeks later, he married Catherine of Aragon, and the widow of his elder brother, Arthur. From the moment young Henry took his nuptials, he obsessed over continuing the Tudor line. Of multiple pregnancies and several births, the only child to survive was Henry and Catherine’s daughter, Mary. Catherine remained at Henry’s side for 23 years and is even thought to be the only woman the king ever truly loved. Henry viewed her as a model wife in every respect bar one… her failure to give him a son. Frustrated at the lack of a male heir, Henry’s eyes wandered. He had a brief extra-marital affair with one of Catherine’s ladies-in-waiting. She gave birth to Henry Fitzroy, Henry’s only acknowledged illegitimate child. Henry then developed a fondness for Anne Boleyn, another lady-in-waiting to the queen, and eventually sought the Pope’s approval for an annulment. When the Pope refused Henry’s request, the king divorced Catherine against the will of the Roman Catholic Church and established the Church of England.

    Henry and Anne wed and Anne gave birth to their first child, Elizabeth. Henry remained hopeful Anne would give him a son, but after a series of stillborn births, Henry lost interest in his wife. When he took a mistress, Anne became enraged. Desperate to end the relationship, Henry accused her of adultery and treason and had the marriage annulled. Anne was beheaded for her alleged crimes. Many historians believe Henry fabricated the charges against Anne. Days after Anne’s execution, Henry married his third wife, Jane Seymour. Jane had served as a lady-in-waiting to both Catherine of Aragon and Anne Boleyn. Anne did not stand meekly aside when Henry's interest in Jane became apparent. We know from sources that the pair came to blows on more than one occasion at court. Jane gave birth to Henry’s first legitimate son, Edward VI, and died from complications of the birth several weeks later.

    Henry stayed a bachelor for two years, until his chief minister suggested that he seek a European alliance and marry one of the sisters (Anne and Amelia) of Germany’s Duke of Cleves. Henry requested the women’s portraits and found Anne to be the more flattering of the two. When Anne arrived in England, Henry was shocked that she looked nothing like the painting. He tried to halt the wedding, but they married. Anne, the so-called “ugly wife,” accepted a divorce and generous settlement six months later and lived in peace as the “King’s Sister” until her death.

    Henry next married 19-year-old Catherine Howard—a lady-in waiting to Anne of Cleves. By this time, he had become overweight and unable to walk. Said to be delighted with his rambunctious new bride, Henry showered Catherine with gifts and called her his “rose without a thorn.” But less than a year into their marriage, rumours of infidelity surfaced. With enough evidence that she had been at least promiscuous, Catherine was executed for adultery and treason.

    Then Henry married his sixth wife, Catherine Parr. A spirited and educated widow, Catherine managed to avoid the fate of her predecessors, bringing stability and peace to the court, while serving as a kind and caring stepmother to Henry’s children. She was married to Henry until his death.

    Elizabeth I become Queen in 1558. Her reign was a time of art, music and literature. It is often known as 'the Golden Age of English history'. The Elizabethan Era is perhaps most famous for its theatre and the works of William Shakespeare. Theatre wasn't the only form of art to flourish during the Elizabethan Era. Other arts such as music and painting were popular during the time. The era produced important composers such as William Byrd and John Dowland. England also began to produce some of its own talented painters such as Nicholas Hilliard and Queen Elizabeth's personal artist George Gower.

    The golden age of exploration began in the 15th century and lasted more than 200 years. During the reign of Elizabeth I, many sailors went in search of unknown lands. There were two main reasons: one was adventure and the other was money. Famous English explorers included Sir Walter Raleigh who established the Virginia Colony and Sir Humphrey Gilbert who discovered Newfoundland.

    Life for the wealthy became increasingly luxurious and flamboyant during Tudor times. They dined, dressed, and lived well. Rich lords built huge mansions in the countryside. The long gallery ran along the entire length of the house, where people could walk or practise sword-fighting when the weather was bad. Keeping warm was a major consideration and Tudor mansions had many chimneys, for the many fires. The lord would have a parlour, luxuriously panelled, with painted ceilings and tapestries hanging on the wall, and with high-sided dark wooden chairs. The richest families might even have a carpet on the floor! The hedges and flower beds in a Tudor garden would be elaborately laid out in a pattern called a 'Tudor knot' or even a maze.

    From BBC Bitesize, Primary Homework Help, History.com and Ducksters.com


    5.2 Era Preparation

    The War of the Roses has torn England and Wales apart. Roll a die for every non-pregnant teen or older sim in your universe. If you roll a 1 or 2, they die. [Challenge Household are exempt]

    All monasteries and cathedrals must be demolished (except Westminster Abbey) as England leaves the Catholic church. All monks and nuns must be evicted from the world. Replace the monastery or cathedrals with churches [museum community lots] so there is one in every world.

    If any sims who left for the crusades in the medieval era are still alive, they can be returned to your challenge household if you want. If they are not returned, then they must be killed.

    Replace all Anglo-Saxon lots with Tudor style residential lots.

    Add a few Tudor households if your total sim population is below 80.

    If your population is getting too high for your game/computer to handle, choose sims from different households to leave Britain for the new worlds being discovered. Unfortunately, none of them will survive the journey and will be killed/deleted. Send away as many sims as you want, as long as the total population stays above 50.

    Add a Tudor-style pub [restaurant or bar community lot] to every world in the universe, replacing any pubs from earlier eras.

    Move some native American households into Del Sol Valley and/or Strangerville [No Get Famous or Stangerville: Oasis Springs]

    OPTIONAL: change the outdoor training ground [gym] to be a Tudor-style military barracks***

    OPTIONAL: Add The Globe Theatre [museum lot] and/or Hampton Court Palace [residential lot] to your world. (see images below for design ideas).
  • EmersedCrownEmersedCrown Posts: 120 Member
    5.3 Era Rules

    Only new or changed rules are listed here. See earlier eras for full rules. In the full challenge document (see OneDrive download in the very first post of this thread) the rules are always written out in full for ease of access and clarity.

    Lifestyle
    • Permitted N.A.Ps: Foodies Unite; Free Love; Green Gardening; Rock Your Body; Roughhousing Encouraged; Self-sufficiency; Sharing is Caring; Water Conservation; Promote Creative Arts; Juiced Community; Support the Performing Arts.

    Travel
    • You can now access Del Sol Valley and/or Strangerville as North America. If you choose to visit these locations, you must stay for a minimum of 5 days.

    5.4 Permitted Items, Aspirations & Jobs

    Items

    Activities and skills: violin; dance floor; 16th century monte vista globe bar; pipe organs; all in one styling station.

    Kids: junior wizard starter set.

    Aspirations

    Mental (children)
    Creativity (children)

    Jobs

    Business (investor)
    Entertainer (musician)
    Style influencer
    Actor (you cannot follow them to work)

  • DaraviDaravi Posts: 1,135 Member
    @Pamtastic72 that is awesome to hear! You've also given me a reason to consider buying Batuu, which I never thought I would have...

    Just so you know, I'm releasing an update today. It won't mess with any of your set-up, it just fixes some inconsistencies across eras/typos etc.

    I follow this thread with interest and I'm curious for more, especially pictures ;). Regarding Batuu, this addon have floor tiles and a wallpaper which I like to use often for my buildings and old streets.
  • EmersedCrownEmersedCrown Posts: 120 Member
    @Daravi thank you for reading!

    Good to know about Batuu. Next time it is on sale, I'll definitely get it. I'm also considering the Bust the Dust kit. I feel like the gameplay additions could be good for the 20th century onwards...

    I'm still working on the Tudor era at the moment (it covers Windenburg AND Stangerville so it is pretty huge), but I'll show some of my favourite pictures now just for you!

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  • EmersedCrownEmersedCrown Posts: 120 Member
    5.6 Goals

    1 Tudor Living

    Build a Tudor cottage/mansion for your family to live in. The house must have at least two bedrooms, a kitchen, a parlour, a music room, an outhouse with the toilet and bathroom and an elaborate garden. You are allowed to use a build from the gallery to achieve this challenge, but the build must be edited to fit the criteria and only contain era appropriate objects.

    2 Travel for the new world

    Move to an empty lot in the New World (Oasis Springs, Strangerville or Del Sol Valley). To decide whether each of your sims survive the crossing, roll a die. If you roll a 1, they must die on the journey.

    Build a home with a farm, using your household funds to pay for it (can be built from the gallery). Live there for the remainder of the era, though you are welcome to visit Britain whenever you wish (if you visit Britain, you must stay for at least 7 days and roll the die to see if you survive both ends of the journey).

    At the end of the era, one teen or older sim must decide to stay in the New World permanently and not return to Britain with the rest of the Household (split household and have that sim stay in the New World home lot). For the sims returning to Britain, roll a die for each one. If you roll a 1, they must die on the return journey.

    3 Golden Age

    Have a sim reach the top of the actor career and reach L10 writing
    Or
    Have a sim reach the top of the gardening career (florist) and reach L10 handiness
    Or
    Have a sim reach the top of the entertainer (musician) career and reach L10 in the pipe organ
    Or
    Have a sim reach the top of the painter career and reach L10 charisma skill

    4 Living like Henry

    Have a sim marry six times.

    First marriage: the spouses must be soulmates and have one child (twins or triplets are fine); when the First Spouse is adult age, the ‘Henry’ sim must lose interest and begin an affair with one of their spouse’s friends. This affair must lead to a child but the child cannot join the Challenge Household. The ‘Henry’ must then start an affair with another one of their spouse’s friends and reach soulmate status. Once soulmate status has been reached, the first spouse must be divorced.

    Second marriage: marry the soulmate from the affair. Have one child (twins or triplets are fine). After the birth of the child, the ‘Henry’ must fall in love and start an affair with one of their spouse’s unmarried relatives (no relatives: friends). The second spouse must discover the affair and become declared enemies with ‘Henry’ and the affair sim. The second spouse must then start their own affair. When the ‘Henry’ discovers this affair, the second spouse must die (use of cheats permitted).

    Third marriage: must be with the affair sim from the second marriage. The spouses must be soul mates and have one child. The third spouse must die the day after giving birth to/adopting their first child (use of cheats permitted). The ‘Henry’ cannot begin to seek a new spouse until they have finished their days of mourning.

    Fourth marriage: the spouses must never kiss, woohoo or reach ‘soulmate status’. They must have no children. The relationship must end in divorce one day after the marriage. When the divorced spouse leaves the household, they must take 40% of the household funds with them.

    Fifth marriage: must be with a teenage sim [no mods: young adult] and the ‘Henry’ must be at least adult age. The ‘Henry’ must engage in romantic interactions with the fifth spouse daily. The marriage must not have any children. The fifth spouse must have an affair and get caught while still in teen/young adult age. Upon being caught, the fifth spouse must die (use of cheats permitted).

    Sixth marriage: the sixth spouse must become good friends with all of ‘Henry’s’ children. The ‘Henry’ must die before the sixth spouse (use of cheats NOT permitted).

    5 Copernican Revolution

    Have a genius sim complete the Renaissance sim aspiration and complete the space prints collection.


    5.7 Special Events
    On the special event day, roll a die and complete the corresponding activity:

    1 or 2: war with France/Spain.

    To support the wars abroad, either send a young adult or older male sim to join the war (evict from household) or pay additional taxes (lose 20% of your household funds).

    3 or 4: Tudor feast

    Visit a restaurant/bar or throw a dinner party. Each of your sims must fully eat five courses of food and drink at least 10 drinks.

    5 or 6: Treasures from the New World

    Use a cheat to gain one gardening, crystal, fossil, metal, fish, frog or insect collectible
  • EmersedCrownEmersedCrown Posts: 120 Member
    6 The Stuarts

    6.1 Historical Information

    The Stuarts were the first kings of the United Kingdom. King James VI of Scotland became also King James I of England, thus combining the two thrones for the first time.
    In 1594 Guy Fawkes joined a group of fellow English Catholics in a plot to blow up the Houses of Parliament in order to kill King James I and his Government. Fawkes was responsible for lighting the fuse to the barrels of gunpowder, which they hid under the Houses of Parliament. The plot was unsuccessful, and Guy was caught and punished, along with the other conspirators. Guy Fawkes is remembered today because of the failed plot through Guy Fawkes night.
    It was an age of intense religious debate and radical politics. Both contributed to a bloody civil war in the mid-seventeenth century between Crown and Parliament (the Cavaliers and the Roundheads), resulting in a parliamentary victory for Oliver Cromwell and the dramatic execution of King Charles I. This led to a series of laws which tried to enforce Puritan ideas. He is often described as a 'killjoy' because he passed laws forbidding dancing, Christmas and the theatre, but he also forbade bear-baiting and drunkenness. He wanted people to focus thoughtfully on the word of God. In Puritan households of the 17th century clothes were very plain, often black and white and made of hard-wearing cloth. Many women wore a false crescent-shaped beauty spot on their faces.
    In September 1666, after a hot summer, a fire broke out in a baker's shop. The fire was fanned by a strong wind and destroyed 13,000 houses and 88 churches, including St Paul's Cathedral. Only a few people died, but about 100,000 were made homeless. London had to be rebuilt. The government insisted that new houses were built of bricks and stone.

    During this time, the British empire grew as they took Jamaica from the Dutch. Entertainments became more refined. Gentlemen went to the horse races and played cards and board games. Smoking became popular, people were not aware of the ill effects and health related issues at the time. Fashionable people began to eat salad, grown in their own greenhouses. They drank new drinks like tea from China, cocoa from Mexico and coffee from Arabia. They would eat from porcelain dishes imported from China and drink from glasses.

    Thousands of pirates were active between 1650 and 1720, and these years are sometimes known as the 'Golden Age’ of piracy. Famous pirates from this period include Henry Morgan, William 'Captain' Kidd, 'Calico' Jack Rackham, Bartholomew Roberts and the fearsome Blackbeard (Edward Teach). During this time news of piracy reached the ears of both rich and poor. Ballads about topical events were sung on the streets. Newspapers could be freely read in coffee houses for the price of a dish of coffee. There was a spectrum of opinion about the exploits of the more notorious pirates. Published images often showed them as powerful and well dressed.

    From BBC Bitesize, Royals.co.uk, Royal Museum of Greenwich, National Geographic and HRP.org.uk

    6.3 Era Preparation

    The Civil War has torn Britain apart. Do one of the following:

    a) If you need to reduce the total sim population in the universe, roll a die for every non-pregnant teen and older sim in your universe. If you roll a 1 or 2, they die in the war. [Challenge Household are exempt].
    b) If you need to reduce the total sim population in the universe and want to do it quickly, delete any sims in the universe you deem unworthy for your future story-telling until the total sims population reaches a number you are happy with. You can also use mods to achieve this.
    c) Do not remove any sims if you would prefer to let them all live
    d) If you feel like the population is too low, add a few Stuart households


    All pubs must be demolished under Puritan rule.

    You can swap one of the traits on your lot for a different trait if you want.

    In this era, you must stay in the same era you were in for the Tudor era.

    Compulsory Builds in Sulani [No Island Living: Strangerville; Del Sol Valley; Oasis Springs]:
    • A beach pub [bar community lot]
    • a Governor’s mansion. Move a wealthy household into the Governor’s mansion. A
    • Build some native Caribbean households and residences.
    • Pirate/trade ships [residential lots]
    • Ensure that at least one lot is left empty.

    Optional Builds in British world:
    • St. Paul’s Cathedral [museum community lot]

    If you have Seasons:

    Add Guy Fawkes Night holiday to early winter. Traditions: fireworks; fire; tell stories; party spirit
  • EmersedCrownEmersedCrown Posts: 120 Member
    6.4 Era Rules

    Only new or changed rules are listed here. See earlier eras for full rules. In the full challenge document (see OneDrive download in the very first post of this thread) the rules are always written out in full for ease of access and clarity.

    Travel

    • As Great Britain has begun to take over the West Indies, Sulani can now be visited. If you choose to visit, you must stay for a minimum of 5 days and cannot return to your home lot.

    6.5 Permitted Items, Aspirations & Jobs

    Activities & Skills - piano; kava bowl.

    Kids - school projects for children; teddy bears.

    Appliances - coffee machines; tea brewer.

    Transportation - canoe.

    Aspirations

    The Curator
    Beach Life

    Jobs

    Barista
    Odd jobs
  • EmersedCrownEmersedCrown Posts: 120 Member
    6.6 Goals

    1 Puritan Life

    Follow the rules of Puritan law:
    • Sims cannot own a bar or drink any alcohol
    • All outfits must be black and plain
    • Do not celebrate Halloween or Christmas.
    • No dancing
    • No musical instruments are allowed; the pipe organ or piano may be played at a church on Sundays.
    • No social events except weddings
    • No toys for children

    Have a sim go from max fat to max thin in their lifetime and complete the Big Happy Family or Super Parent aspiration.

    The rules for Puritan life can end when this goal is complete.


    2 Cromwell or Fawkes?
    Have a sim reach the top of the politician, law or criminal career. Regardless of career choice, have an atrocious reputation [No Get Famous: become enemies with 20 different sims]

    3 New to Coffee

    Own a coffee machine.

    Have a sim stay awake for 24 straight sim hours.

    Have a sim with the ‘Coffee Fanatic’ lifestyle [no Snowy Escape: have one sim drink coffee for 20 days in a row].


    4 A Pirate’s Life

    This goal cannot be started until after the Great Fire of London special event.

    One of your sims must split from the Challenge Household and become a pirate.

    Build a pirate ship residential lot in Sulani [No Island Living: Strangerville, Del Sol Valley or Oasis Springs] and move there. Whenever the pirate sim wishes to visit a new world (vacation worlds exempt), they must take their ship with them (save the lot to your library, build it in the new world and demolish in the previous).

    Complete the curator aspiration and one of the Sulani collections [No Island Living: a second collection in addition to the ‘curator aspiration’ collection].

    Fall in love with the Hermit of the Deep Forest or a mermaid [No Outdoot Retreat or Island Living: a sim with the 'loner' trait that lives in a non-British world/is homeless].

    5. Starting Over

    This goal cannot be started until after the Great Fire of London special event.

    Rebuild your home in the Jacobean style. The outer walls must be brick or stone.


    6.7 Special Events
    The first special event of this era MUST be the Great Fire of London:

    Great Fire of London: Roll a die for every community and NPC residential lot in your world. If you roll a 1 – 4, you must bulldoze the lot. If an NPC household lot is destroyed, they must move in with households whose lots survived. If you run out of room, those sims must either:

    b) Travel for the new world (move to Oasis Springs/Strangerville/Del Sol Valley/Sulani)
    c) Travel to a new part of Britain (move to a different British world)
    d) Die homeless

    It is your choice what happens to them.

    The Challenge Household lot must be destroyed. You cannot make any money from the demolishing of your home (use money cheat), but you can 'save' one item from the fire per member of your household by placing it in the family inventory. You can now work towards the 'Starting Over' challenge.

    Special events after the Great Fire of London:

    1 or 2: smallpox outbreak. Roll the die for every non-pregnant child or older sim in your universe. If you roll a 1, they die of smallpox. You may choose one member of the challenge household to be exempt.

    3 or 4: worship or rebellion. If you are still following the Puritan life, you must spend 12 hours at the church. Your sims cannot satisfy their hunger, social, fun, hygiene or energy needs. Sims cannot go to work or school (but also cannot take a vacation day). If you are now a pirate, visit the house of a sim you have never met and do two of the following: steal an object; start a fire; sabotage an object; be kicked out for being inappropriate; become enemies with one of the sims; woohoo one of the married sims.

    5 or 6: treasures from the West Indies - use the debugbuy cheat to choose one Sulani-specific gardening, fish, buried treasure or seashell collectible to add to your household. [no Island Living: any gardening, crystal, fossil, metal, fish or frog collectible]

  • IllusoryThrallIllusoryThrall Posts: 1,335 Member
    Just posting to say two things: One, I've been following your challenge for a while now. I really like it! Two: I just published a historical challenge that starts in the stone age in europe and goes to the US and into the future. So.. it's similar to your challenge. I totally respect the amount of work you've put into this challenge, because I did the same thing on mine. :smiley: Keep up the good work!
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