The Yeoman Farmer
EDITED 9/06/09: Removed the penalty for children/teenagers who earn a D or an F. Penalizing people who chose not to download a no-school hack but couldn't get their Simkids to study isn't fair. Be warned, however, that an F usually brings the Social Worker a-knocking, and if they prevent the birth of your heir or take your heir away, you lose. If you started the challenge before this date, adjust your scores to remove the penalty, if you incurred it.
8/13/09: Added a rule about genie lamps with Freetime, a link to a community-skilling hack for those of you who don't already have one (for skilling on community lots after the second generation), and new bonuses for Sims who grow up in Platinum Aspiration.
8/12/09: Added to the food rules, i.e. rule number 2; added a new rule about Lifetime Aspiration Points and new restrictions to what your Sims may have in their houses.
8/11/09: Clarified and added a couple of rules; added a new penalty.
REQUIREMENTS:
The Sims 2
The Sims 2: Seasons EP
INTRO:
The year is 1868, and you are a young Sim living in New York City. One day, after trudging home from work, you overhear your neighbor telling his wife about the Homestead Act, an act passed by Congress in 1862. Apparently, he says, anyone who finds 160 acres of land out west, fixes it up, and lays a claim on it gets to keep it.
Anything, you think bitterly, would be better than working in that stupid shop--and at least if you go west, you can make a name and a living for yourself on your own land, in your own house, through farming. The more you think about it, the better the plan sounds.
The next morning, you count out your savings. You don't have much, but it's enough to buy you the supplies to make your way out west. You give notice at work, buy everything you need, and set off to make your fortune.
But no one told you that the lands of the west are vast and lonely. No one told you that there is little water, little plant life, and little company. No one told you that your nearest neighbor would be miles and miles away. By sheer luck, you find a plot of land with a small pond and enough trees to build yourself a house, but little else. Left with a meager $100 (2,000 simoleons), a few tools, and a packet of seeds, you sigh and dig your spade into the ground.
GOAL:
Raise a family out west through five generations. Once your fourth heir passes away, tally up your points and either continue with that heir's children, or let the family die off. Maybe they finally moved back to the city and made their fortune there...
If your original Sim or any heirs (except the fourth) die by any means (other than old age) before producing an heir themselves, you lose the challenge. Likewise, if the social worker takes any of your Sims' children away before the next heir is born or is a teenager, you lose.
INSTRUCTIONS:
1. In the Neighborhood view, set your seasons to spring-summer-fall-winter or some variation thereof. All four seasons must occur at some point during a Sim year. Unless you feel like starving your Sim to death, I don't recommend setting winter as the first season.
2. Create a new Adult Sim in CAS with the Fortune Aspiration. Gender, personality, and appearance are up to you. Keep in mind, however, that the gender of your first Sim determines the required gender of your heirs.
3. Move your new Sim into the largest empty lot. Build them a small pond just large enough to hold fish. Then use familyFunds to set their remaining funds to 2,000 simoleons.
4. Use the 2,000 simoleons to build your Sim a house. Make sure to create a garden plot, as your Sim’s crops will be his/her only source of income.
5. Get farming! Along the way, find your Sim a husband or a wife and produce an heir.
RULES:
1. Your Sim lives too far from civilization to find a job, so your income stems directly from the quality and quantity of your crops. Sell your harvest directly from the basket, NOT through a home business. Your only other means of income comes from boots you catch, as your Sim uses these to create leather items that he or she would have had to order, thereby saving him or herself money. Do not, however, sell any fish.
If a neighbor or a prospective husband/wife gives your Sim a gift, you may sell it. You may not sell the computer Mr. Humble delivers; you must delete the present unopened or leave the computer in your Sim's inventory.
2. Because the nearest grocery store is miles away, your Sim cannot order groceries. As such, he or she can only eat what he or she catches out of the pond and any excess crops he or she harvests. When you buy your first fridge, if you do not use a hack to empty it from the start, restrict your Sim's meals to fish dishes. If you want to take the edge off, use the default food supply to make cereal for breakfast, lunch meat sandwiches for lunch, and chef salad for dinner. Your Sim may drink juice for snack. Once the fridge empties, however, leave it empty and fill it with crops and fish. You may not delete the fridge and buy a new one to replenish the food supply. You may, however, upgrade the fridge once you have the money, at which point the same meal rules as above apply.
3. Your Sim can only marry a Townie of the opposite gender. If you have Nightlife, they may only marry if they have at least one attraction bolt. As desperate as your Sim is for company, they won't put up with someone horrifically ugly.
4. When your Sims Woohoo, they may not use birth control--where on earth would they get it? Therefore, when Woohooing, always select "Try for Baby."
5. You may use hacks to allow teenagers to Woohoo and become pregnant, such as the Inteenimater. However, if you have hacks to allow termination of pregnancy (abortion), you may not use those.
6. The heir MUST be the same gender as your original Sim. If the firstborn is the opposite gender, in other words, keep trying until you get the right gender. You may not adopt.
7. Your "breeding pair" of Sims must remain in the house until they die--they have nowhere else to go. This means that your original Sim, their husband or wife, and the various heirs and their husbands or wives must live in the house for their entire lives. Their siblings or extraneous children, however, may move out once they reach adulthood.
8. No NPCs. No one lives close enough to offer to babysit your children or clean your house.
9. Your Sim may not call the police. Out here, no one can protect him or her from burglars. Your Sim may, however, call the fire department and his or her fiance/fiancee. Once the fiance/fiancee moves in, he or she may use the phone only for fire emergencies.
10. Roll dice to determine the Aspirations of your Sims' heirs and their siblings. 1 = Knowledge, 2 = Family, 3 = Romance, 4 = Pleasure (or you choose, if you don't have Nightlife), 5 = Fortune, 6 = Popularity.
11. If you have OFB, no home businesses.
12. You may not travel to any community lots until the second heir reaches adulthood--see rule 21.
13. No Aspiration rewards.
14. No cheats after the initial familyFunds. If your Sim's husband/wife brings more than 3,000 simoleons to the house when they move in, you may use familyFunds to adjust the family's money to its original amount, plus 3,000. If they bring less than 3,000, live with it. Realistically, any other Sims yours happens to meet and fall in love with will only have limited funds available.
15. If you have University, none of your Sims may attend. They live too far away for that.
16. Within the house, you may have:
One fridge
One sink
One shower
One phone
One stove
One trash can
One bookshelf (the cheapest one)
One juicer
One smoke detector
One mirror
Any number of beds, chairs, tables, etc
17. You MAY NOT have:
Any bathtubs (until after the first heir reaches adulthood--see rule 20)
Any dishwashers
Any trash compactors
Any coffee/hot chocolate makers
Any hanging lamps (floor lamps and table lamps only)
Any electronic devices, such as speakers, computers, etc
Any body-building devices or creativity-building items (until after the second heir reaches adulthood--see rule 21)
A telescope
Any pets
A changing table
A car (until after the second heir reaches adulthood--see rule 21)
A burglar alarm
A toy xylophone
A toy stove
The drawing table for children and toddlers
18. Outside, you MAY NOT have:
Any trees (even orchard trees--the environment won't support them)
Any flowers
A greenhouse, compost bin, or sprinklers
A ladybug house (until after the second heir reaches adulthood--see rule 21)
19. If your Sims' children bring home friends from school, say goodbye to them at once. Your Sims' children may not attend private school. (Technically, they shouldn't be attending school at all, so if you have a homeschool/no school hack, feel free to use it.)
20. After the first heir reaches adulthood, you may place a bathtub in your family's house and upgrade the bookshelf.
21. After the second heir reaches adulthood, your family may own a car and the cheapest radio. They may travel only to lots made for skill-building purposes--gyms, art studios, etc. To skill-build on community lots, use
Pescado's hack. They may not travel to restaurants, OFB Sim-owned businesses, or grocery stores. You may also place one ladybug house in your garden.
22. After the third heir reaches adulthood, you may place a dishwasher and one creativity-building item in the house.
23. You may not delete a gravestone or an urn, and you may only move it to a new place on the lot once. After that, its place is set.
24. You may exit without saving to undo a bad event TWICE.
25. No special Sims--i.e., aliens, zombies, werewolves, vampires, etc. If your Sim becomes one of these, use the appropriate potion to change them back. If you cannot afford the corresponding potion at the time, use familyFunds to allot yourself the right amount to buy it. There is no penalty for accidental transformations; in fact, your Sim will likely turn into a Plantsim at some point, with all the gardening they'll be doing (my Sims did!). As long as you change them back, don't worry about it.
26. If you have Bon Voyage, no digging for treasure. You're the first one on this land; no one passed by before to bury secret money-making items for you.
27. Your Sim must marry their chosen partner before the couple's first baby is born. Children born out of wedlock result in a penalty. In those days, having babies before marriage was a serious no-no.
28. If you have Freetime, you may use the Lifetime Aspiration Points your Sim earns. Your heir Sims' Secondary Aspirations should always be Fortune, unless Fortune is their Primary Aspiration. If Fortune is the Primary, choose which Secondary you'd like them to have. For your other Sims, the Secondary Aspiration is up to you.
You may sell any genie lamps you receive, although if the matchmaker brings them when you call her instead of bringing potions or the promise of a blind date, you must put them in your inventory. Sell only the lamps you receive spontaneously.
29. After the fifth generation, you're done! All restrictions are lifted, and your Sims may live normal lives.
POINTS:
+20 for every Sim successfully raised to adulthood
+50 for every successful heir raised (so, if you finish, you should have 200 points by default)
+50 for every 1,000 simoleons in your family's funds after five generations have come and gone
+50 for every toddler who grows up in Platinum Aspiration
+50 for every Sim with one maxed-out skill
+75 for every child who grows up in Platinum Aspiration
+100 for every teenager who grows up in Platinum Aspiration
+150 for every adult who grows up in Platinum Aspiration
+200 for every elder Sim who dies with Platinum Aspiration (pictures or it never happened)
+200 for every Sim with all skills maximized
+300 for every Sim who achieved a Lifetime Want (this is high because, since your Sims can't have jobs, your chances of getting both a good Want and achieving it are very slim)
+400 if you have one Platinum gravestone for all six (or, without Nightlife, five) Aspiration types on the lot at the end of the game
-50 for every time a Sim drops into red Aspiration
-50 for every cheat used (other than necessary familyFunds cheats)
-50 for every child born out of wedlock
-100 for every non-heir Sim who dies from anything other than old age
-100 for every burglary
-100 for every visit from the Sim psychologist
-100 for every fire your Sim starts
-200 for every visit from the social worker that doesn't take away your Sim's heir
-300 for every Sim heir that dies from anything other than old age after THEIR heir is born
-400 for every Sim relationship that ends in a breakup