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Post-apocalyptic world

MissCharlieMissCharlie Posts: 405 Member
Post-apocalyptic world
Sims 4
created my MissCharlie

The sim world is in dismay everyone is scared and afraid there’s lots of sickness and toxic storms, quakes and robberies. The sim world is literally falling apart and so many Sims died and there are so little Sims left and your one of them so you have to focus on surviving and populating this new sim world. Even if it’s about to fall apart.

(If killing off your Sims bother you this isn’t the challenge for you)
I used rules and got the idea from playing The Sims 4: Legacy Eras Challenge Created by: Marina 🐸🐸🐸🐸. Check out her challenge it is amazing

Set up
1. Set life span on short
2. Start with one young adult sim either gender (don’t get to attached sims die very easily)
3. Buy biggest block in willow creek or oasis springs
4. Add quake lot trait
5. Build bunker
6. Follow the rules and try to survive

Rules
• Marriage: the world is falling apart people don’t get married for love you get married to keep the sim race going. Your sims will have arranged marriages, to do this number every opposite eligible gender sim (you can do same gender if you have a mod that allows them to try for baby together like mccc) and roll a dice who’s ever number it lands on is your spouse

• Jobs: the sim world isn’t safe most sims won’t leave their lot so you can do anything to make money that is on your lot e.g. painting, fishing, gardening

• Food: you must have a garden it’s your only supply of food if you make a meal you have to have at least one of the ingredients (you still have rations to make up the rest of the ingredients)

• Bunker: you need to download this lot you can’t add anything to the bunker (bunker is only for quakes no going in there unless a quake) except when the next gen takes over they can extend 2 walls by one and add 2 objects.

• Style clothes, building: it up to you what do you want your Post-apocalyptic world to look like is it the medieval, 80’s, today or the future etc. You decide but whatever era it is its falling apart.

• No pregnancy test unless you have level 10 herbalism skill

• Death cheat sims.add_buff buff_Death_elderexhaustion_warning

• Kids and teens should go to school but if you don’t have a mod its fine just don’t get them a students

Childbirth

If mother is a YA, Roll a d20 dice.
1 = mother and child die.
2 = baby lives (complicated pregnancy*), mother dies.
3= mother is unwell. Roll again for 3 more days to see if mother lives (needs to roll 3 or higher each of the 3 days). Baby is safe. Mother is also now barren.
4 = mother is barren. Roll tomorrow to see if she lives (3 or higher needed)
5=Mother is barren but lives.
6 or higher, mother and baby live.

If mother is adult, roll a d20 dice:
1 or 2, mother and baby die.
3 baby lives (complicated pregnancy*), mother dies
4 mother is unwell. Roll again for 3 more days (need a 4 or higher each day for her to survive). Mother is now barren.
5 mother is barren. Roll again tomorrow to see if she lives (4 or higher)
6 mother is barren but lives
7 or higher, mother and baby live.

If you have twins, roll 4 times (twice per baby). If you have triples, roll 6 times (twice times per baby). The lowest roll counts

Sickness
Unfortunately, sickness is a huge issue for the sim world. When a Sim is born, roll a d4. If they get a 1, they will die of sickness before reaching young adulthood. You can choose to kill them right away, or have them age to their teens as normal. (*Only roll the sickness d4 die when the sim is born, not at each age).

Aging Rules:
Since you no longer have access to medicine and hospitals and the sim world has a lot more dangers so Sims die a lot more

Infant needs a d100 roll of 28 or higher to age up, or else they die. If it was a complicated pregnancy*, infant needs 47 or higher to live.
Toddler needs a d100 roll of 18 or higher to age up, or else they die.
Child needs a d100 roll of 8 or higher to age up, or else they die.
Teenage, adult, YA and elder need a d100 roll of 7 or higher to age up, or else they died

Athletic skill: After you roll the dice, you can add ½ a point for each athletic skill point they have. So if you roll a 3 on the d100, you can add 1 point if they have an athletic skill of 2 (and they’d still die). If they max out their athletic skill - they can’t die!

Herbalist skill: After you roll the dice, you can add ½ a point for each herbalist skill point they have. So if you roll a 3 on the d100, you can add 1 point if they have an herbalist skill of 2 (and they’d still die). But before you can use any of your herbalist skill you must have all the herbalist plants gowing in your garden because if you don’t have the herbs how are you going to make the remedy and you have to be friends with the hermit you need him to teach you (you only need to befriend the hermit once even if the sim who befriends him dies they would have passed on what they knew to the others). And only one sim has to know the skill to count for every sim.


Sim world tearing apart:
Sim world tearing apart will happen randomly in game because of the Quake Zone lot trait you are required to have. When a quake starts, pause your game immediately. Cancel whatever your Sims are doing and have them go immediately to their outside shelter as fast as possible. (you can place one group meal into the bunker if you have one) After the last Sim arrives in the shelter, they must stay in there for 1 sim day. If Sims are off-lot while a quake happens they are safe.

During every quake, roll a d100 dice.
If you roll a 20 or lower, the last sim to arrive in the outside shelter dies.
If you roll lower than a 7, the last 2 sims to arrive die.
If you roll a 1, your entire family dies except one you can’t pick it must be random out of which of your young adult, adults survived (and teens if you have mccc and they can get married and have kids).

If a Sim has to leave the shelter for any reason before the day is up (you don’t want them to pee themselves, they are going to starve, your children accidentally run out to catch the school bus, etc):
Roll the d20 dice (this is after rolling the d100) per Sim that leaves the shelter.
If they get a 7 or less on their roll, they die in the quake.
(Stay inside your shelter!)

War, mischief and mayhem:
There is a lot of violence in the sim world people raiding other trying to get more food and machine, panic and of course some Sims just like to create trouble. A lot of times during these raids and mischief thing goes wrong and Sims die.

Every Saturday, roll a d100 dice.
If you roll a 40 or lower delete half your food crops (you don’t get to decide which half
If you roll a 20 or lower, 1 sim dies.
If you roll 10 or lower, 2 Sims die.
If you roll a 1, your entire family dies except one you can’t pick it must be random out of which of your young adult, adults survived (and teens if you have mccc and they can get married and have kids).
You don’t get to decide who dies roll a dice every age can die.

Leaving your lot:
Leaving your lot is a dangerous thing to do with the sim world tearing apart, other Sims and dangerous toxins. But sometimes you can’t help but leave your lot.

Roll a d100 dice
(This roll last for one sim day)

1st day out: If you roll a 20 or lower your sim dies
2nd day out: If you roll a 40 or lower your sim dies
3rd day out: If you roll a 60 or lower your sim dies
I think you get the point just add another 20 for each sim day you’re out and it counts as another sim day even if you only go over my a minuet so make sure to keep an eye on the clock it’s better to be early then late.



its still under development :D
Post edited by MissCharlie on
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