Well, the problem with that rule is that it doesn't cover the obvious case where someone is moved in with the intent of contributing, but manages to die before making the contribution. Obviously that rule is clearly flawed and vague.
J.M. sees the same loophole in the rules that I did. I used the "intended to marry" clause to move in the dormie then proceeded to stargaze with him until he got mashed flat by falling debris (gosh, I just love that death -- it's always such a surprise. Ka-pow and it's Reaper time!
) He wasn't her intended so if he failed "The Test", he would've suffered burnination before she graduated. Look at it this way: the guy was a Romance sim and he thought she was the bomb.
I'm very sure Pinstar didn't intend for you to bring back a satellite. What I'm really trying to do is get him to clarify the rules. Not so much that it eliminates clever strategies but so that players can understand them without hair removal. At my age, loss of more hair is something I prefer to avoid.
In my "sneaky" attempt at the challenge (with Uni+NL, no OFB), I'm in Eclectic Energizer cruise mode on Day 34, having unlocked 8 restrictions (in order, Medical, Science, Slacker, Military, Athletics, Culiinary, Life of Crime, Business). I could grind on but, barring disease, there's no way the founder will die (six tanks of elixir stashed in the attic) and it's literally a matter of counting days now: infant 3, child 5, teen 1 and return from college 1-3 depending on job offers for six more children. The second generation heiress will add two kids then she and her hubby will move out and the founder will have the final two children. I make it about twenty days more so 55-58 days depending on circumstances. An unfortunate birth of twins at the fifth conception slowed my overall progress as I had to wait for the first teens to finish out before the third generation heirs could be birthed. Family has 500k in the bank (and all the useless junk from the 2nd gen hubby's move-in dumped into the first move-out's inventory so no more 8k/week protection money) and there's no need for anyone to work except to unlock tracks. All chance cards get ignored so there's no chance of the level 9->10 finish out promotions getting screwed up. Rather than spending time watching my sims meditate at speed 3, I'll try the challenge again.
College life was a joke: my first two attendees each took a cell phone with them and dropped an eclectic energizer on the roof of the carport (house had no walls since no one was ever required to sleep). They owned a driveway, a car, a phone and a mirror that one of them wanted to filll a want -- okay, so I had one wall tile -- plus some stairs and posts. Their rent was 19 simoleons and the protection money for the car was around 250 per semester since they spent so much time at the LFT student union. It got boring once the Popularity sim permaplat'ed since he could grind out assignments until both students were ready for their final, then they'd mediate at warp speed until end of semester. Didn't take too long real-time but University is boring and this was exceptionally so. Rinse and repeat for the twins who followed them two days later.
One thing is certain: once you have the ability to travel downtown, your teen Sims can skill to their hearts content without time passing at home. This is handy since you need no skill items at home and once Culinary is unlocked allowing access to coffee and food, they go downtown and stay until all their required skills are in hand, then it's off to college with little or no time passing at home. Parents teach the children with unlocked career rewards then as teens they head downtown to finish skilling. It's efficient and takes little game time. Also, having teens go to college and re-appear back home on the same day feels...um... bogus ("Wow, Eric is back from college and all grown up and in less than a day!"). The lack of time synchrony between the "family" lot, downtown and college makes gameplay in the challenge feel artificial. I'd like to see some time synchrony rules added but I suppose others will not. I can play it either way.
One thing I did learn (again because I've learned this lesson before): Popularity sim with LTW "20 best friends" is a good aspiration/LTW combination. That, and Knowledge w/Max 7 are what you want for your teen sims. If you have the Orb, use it to get one of these two. I suppose you could make 100k w/a Fortune sim and permaplat in college that way but it takes too long in terms of your play time, IMO.