Adam and Eve Challenge
Blurpinstein:
MISSION: To create a set of practical rules that reflects real life as much as much possible without sacrificing playability
The point of this is to create a Lord of The Flies type rule book where you have to build an entire society by scratch. If you have any ideas please tell me. My goal is to create a set of rules that reflects real life as much as possible -which in The Sims 3 case is pretty much impossible-. I know people can just make up their own rules, but it makes it a lot easier if they can refer back to a document.
The following rules create, in my opinion, as realistic a game as you can create with the sims without making it a bore. Sims are given absolutely nothing to start, save for the lot, and have to earn every tiny thing in their pathetic little lives. No millionaire Goths or sims who mysteriously start out with a cooshy mansion despite doing nothing to deserve it.
Rules....These are the rules I have come up with. Obviously you can pick and choose which ones to follow, depending on your playing preference. I plan on updating these if I get good suggestions or come up with something more interesting.
RULES
Start out with a completely empty Riverview or Sunset Valley. Destroy all houses.Murder everyone: Type Destroyallhumans to get rid of every person. Save all of the community lots seperately so you can build
them later when the time is appropriate. DO NOT delete the graveyard but delete all of the previous graves.
Pick an empty lot that contains a pond with fish (it can be a park or something with trees but no benches or any objects from buy mode). Pick a very large lot as you will want to fit as many sims as you can during the initial phases.
Once you have a suitable lot picked out, create 2 sims- 1 female and 1 male, young adult.
Once you have moved them in, hold down CTR-SHT-C. Type in "money 0" so they are completely bankrupt (cheats must be enabled from the config in order for this to work)
You can move in additional adults after this into the lot. But keep track of what your money was before the new people move in, so that after they move in you can set the money back to what it was. Do NOT keep the funds that the new sims bring in because this would be way to easy if you get 20,000 dollars per every move in.Once your lot gets full and you have enough money you can relocate a few sims to another lot. Repeat once you have more money to buy additional areas of the land. With enough hard work, you can fill up your town. Do not move in CAS sims who start out with 20,000 K into a new lot, as this defeats the purpose of the challenge. New sims must start out with absolutely nothing and must start out living communally until the can afford to move.
Additional Rules/downloads
Awesome mod with awesome story driver must be enabled.
Also, download Pescado's rule of 6 formula for accurate aging.
http://www.moreawesomethanyou.com/smf/index.php?PHPSESSID=b983cb584532b747aedff2cb20db1657&topic=16801.0
No carpools or school buses to start. Download this mod to get rid of the two (will not conflict with awesomemod to my knowledge) http://www.modthesims.info/download.php?t=351420. If sims hail a taxi, cancel it. Make them run to each place until you can afford a bike. Once you have a couple bikes, you wont have to worry about the taxi problems.
For dirt roads. Download Regina's default replacements. http://bogsims.com/sims3/regina/misc/roads.htm
Economy
Taxes/Community lots
Everything must be earned
Download TheNinthWave's no bills mod. I have attached it below because you have to sign up to sapphire sims to get it.
Once a week, deduct 20% (or however much you want) manually from other lots and transfer money to RULING FAMILY. The ruling family may spend taxes on whatever they want, including community lots. If you want to build a community lot, you must deduct the cost from the ruling family.
Building rewards
Science building= unlocks objects requiring electricity
GOVERNMENT
monarchy
The first male (or female) sim you create is ruler. If ruler produces offspring, the first born is the successor. If no offspring is produced, the most popular sim within the royal family will be elected.
Rinse and repeat.
Assassination
If ruler is murdered by another sim but a successor still lives then the new ruler is determined by his or her popularity within the royal family. If the assassin has more friends within the royal family than the prince (or princess) then the assassin becomes king. If the reverse of this is true, then prince inherits the throne and the assassin is killed.
Assassination can only occur if the assassin has the wish to see ghost of the particular king. So be careful who your king pisses off.
Punishment (monarchy)
If you happen to find a stolen item in your sims' inventory (excluding the kings) then you must roll to see if your sim is caught. To make this process easier use the RandomStuff program. RandomStuff is a utility written by Hook to generate random numbers or events of a preset that you can define: http://www.moreawesomethanyou.com/smf/index.php/topic,8253.0.html
Possesses Stolen item...
Caught (death) 1/10 chance
Caught (life in dungeon) 1/10 chance
Not Caught 7/10 chance
If your sim murders and there are witnesses, the murdering sim is sentenced to death (if the witnesses are loyal to the king/ have a positive relationship). If a sim murders and there are no witnesses, then there will be a murder investigation.
Murder investigation...
Found the culprit (death) 1/6
No suspect found 5/6
If you have a SCIENCE FACILITY, however, the odds change...
Found the Culprit (death) 1/3
No suspect found 2/3
If your sim is caught while working (criminal branch) then the prisoner is sent to the dungeon.
1st offense - 10 days
2nd offense -death
Democracy
If your sims has above a level 6 in education (you can find out their level on Twallan's NRass supercomputer -http://www.moreawesomethanyou.com/smf/index.php/topic,16355.0.html) then every seven days you must roll to see if a revolution occurs.
Every seven days (level 6 in education)...
Revolution fails= 7/10
**** For every enemy the monarch has this decreases by one
Revolution succeeds (democracy) 3/10
****For every enemy of the monarch this increases by one
If revolution occurs then the most popular Sim is elected mayor. Every seven days (on a Tuesday) a new election occurs, replacing the incumbent with the most popular candidate (if it is not him). If the candidate is evil, however, then the town is turned back into a monarchy.
Punishment in a democracy
Punishment is the same as monarchy, unless you buy a police station
If they get caught while working (criminal branch)...*POLICE STATION*
1st time -- 1 DAY TOTAL - 1 day at POLICE STATION (this is what normally happens)
2nd time -- 3 DAYS TOTAL= 1 day at POLICE STATION + 2 days at CUSTOM PRISON
3rd time -- 6 DAYS TOTAL= 1 day at POLICE STATION + 5 days at CUSTOM PRISON
4th time -- 18 DAYS TOTAL = 1 day at POLICE STATION + 17 days at CUSTOM PRISON
5th time -- LIFE
Murder investigation (no witnesses)...*POLICE STATION*
Found the culprit (death) 1/6
*with science facility 1/3
No suspect found 5/6
*with science facility 2/3
Sentencing, murder...
After flipping a coin to see if they're convicted, flip a coin determine sentence.
Heads -- 25 DAYS to LIFE (eligible for parole)
Tails -- LIFE
Parole
Upon completing 25 days in prison, Sims eligible for parole flip a coin.
heads- GRANTED
tails- DENIED
If denied, Sims may try again for parole once every week
to be continued...
Crime and Punishment
Murder (optional): If sim has wish to see someone's ghost, the sim must murder him -use dexter mod by ani to be able to murder. (http://www.modthesims.info/download.php?t=372599)
If Sim is EVIL and has "see ghost" without referring to anyone, you must kill a random sim (again, use Dexter mod).
-I have attached the crime and punishment file to use with the RandomStuff program. Just be sure to rename the C&P text file to RandomStuff for it to work correctly.
HEALTH
Life expectancy begins at 50. Once you have four sims above level 6 in medical career, you can increase the expectancy to the next level. If you get a sim at level 10 of the medical career you can increase the life expectancy again.
to be continued...
FASHION
I'll probably end up eliminating this section though because it's already irritating me. This thing is getting too long anyways.
In the past I have rarely thought about my sims' clothing as I believe that fashion should be discussed only in hell or on the E channel. After starting this challenge, however, I am focusing much more on it. I feel it would be impossible for me to create specific "rules" for fashion because I don't think anyone in the "real" world can develop an agreed upon formula for how fashion develops. I do, however, have a few ideas on how the fashion can be incorporated into the game.
To begin, I know nothing about math, but that certainly won't stop me from developing crude formulas that I barely understand.
My formula for determining fashion for a particular individual
F= NPR
F= Fashion of individual
N=Fashion norm of town
P= Personality
R= Friends
I know, I should be scientist.
(A) Fashion Norm of town
All fashion trends are descendants of previous trends. Since we are starting a completely new neighborhood, we must create our own initial trend. I outfitted my town's founding fathers in black and white conservative garments, much like the pilgrims dressed. This was just my particular choice. Puritanical garb is obviously only one way of starting so I suggest choosing anything you find interesting, just choose a consistent starting point for clothing.
Personality
Fashion is also dictated to a large extent by personality. Insane people will obviously dress unconventionally. Athletic people will wear loose and sport clothing, etc.
(P) Friends
If you take a look at a group of people gathered in public you will notice that most dress in a similar way to their friends. Based on the degree of the relationship, I will make my sims have some articles of clothing that resemble what their closest friends wear.
As the years go by the fashion styles of individuals will merge with one another based on these variables. At first it seems these changes are only subtle, but if you look back on the screenshots you'll see how dramatically the different generations dress.
to be continued...
If you have any ideas please tell me. Also, I am trying to find a way to make the rules retrievable in-game (in the form of a text box or something). It's annoying switching to microsoft word every time to look up a specific rule.
shadow:
Sounds interesting. I'm not usually into challenges but may give this a try. ;)
Lion:
I like to start from nothing and slowly build up, so I like the idea of this challenge. I started it in the Sunset Valley with all lots bulldozed except for the three fishing parks, the graveyard with benches where the sims can sleep there in the beginning, and the Maywood Glen and the old pier with buy objects all removed.
Without park benches, how do you have your sim sleep? I also left those graves in thinking that if my sims are going to sleep there, at least they can be scared by the ghosts as the price to pay.
Peeing and Showering are problematic in the beginning, since the sims can't squat or pee on a bush, or wash themselves in the stream. So I had to drag the sliders up as if they could until they can afford to buy toilet and shower.
As for community/job buildings, I started with none. So not even grocery store. They have to subsist on fruits and fish. I actually started with a brother-sister family, so the sister is the gatherer and the brother is the fisherman. I'm thinking of a combination of randomization and affordability rule when it comes to adding community lots (inspiration from Zazazu's TS2 ideas). I roll the RandomStuff to see what the community "decides" to construct, and the cost of construction has to be deducted from the funds pooled from all the families in the neighborhood. So nothing is free. So far, I could only afford to add a few park benches and a grill to the Maywood Glen.
You do not seem to restrict adding CAS sims to the neighborhood. To me, the more sims, the easier the challenge. But I also like to play quite a few CAS sims that I have (mostly MATY puddings), so I decide to randomize CAS immigration, but the probability is pretty low.
I also added your crime and punishment to the RandomStuff. If anybody is interested in the RandomStuff file, I'll post it here.
For the life expectancy, I'm thinking
- Life expectancy begins at 50
- Get 3 sims on and above level 5 in medical career (Resident): 70
- Get a sim at level 10 of the medical career: 85
I have made those aging mods, and can post them if anybody wants them.
Now the problem is meeting townies/NPCs. They are nowhere to find. I go to every community lot in the afternoon, and haven't seen a single npc in two and half sim weeks. My starting sims desperately need to meet someone new.
AlteyshaHarding:
must we add the community lots back? also do we have to use this?
Awesome mod with awesome story driver must be enabled.
Also, download Pescado's rule of 6 formula for accurate aging.
I'd rather try with out any community lots and with out those two mods
Regina:
Quote
must we add the community lots back? also do we have to use this?
Awesome mod with awesome story driver must be enabled.
Also, download Pescado's rule of 6 formula for accurate aging.
I'd rather try with out any community lots and with out those two mods
I like reading challenges like this, then I use them as inspiration for starting a new story line. I usually find there are at least a couple of rules that don't suit how I want to do things, so I toss them out. If I didn't want to use awesomemod and the story driver, I would just not worry about it. It is, after all, your game and should be played as you see fit. :)
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