It Takes A Village To Raise A Child: Sims 4
It Takes A Village To Raise A Child Sims 4
The point is to move child into every Townie Household as the child is being raised. Every Townie raises the child for a single day. When the Orphan moves out of the house Townies become Townies again.
Start with a new save game and an Infant Orphan.
You will create the Orphan and must create a parent to go with, but can can just random the parent as they will have no importance. With new save touch down on and empty lot. Pick the first family to foster the child and manage households move the Orphan into the first house and delete the parent. The child will have no ties at this point.
You switch where the child lives every morning at 6am from manage world. Make sure the kid has their backpack packed. As they will take their belongings with them on every move.
- Put on a long life span.
* Age all unplayed households.
* Age On only active played house.
* If you don't have a lot of expansions shorten the lifespan, or rotate through the houses again.
- Keep Neighborhood Stories on.
- Move Sims into the neighborhoods they came with, if they are not placed.
- Don't allow sims to move in or out adopt kids, pets, horses, etc. Do allow them to have babies.
- Kaching §1000 to the household hosting the Orphan every morning as the Orphan moves in.
- Only buy things if the foster parents treat the kid favorably, and only things they can carry in backpack.
...Exceptions:
* First Family Infant - Toy.
* Toddler Age Up - Sleeping Bag & Potty
* Kid Age Up - Sleeping Bag
- At 6am the kid moves houses everyday, no matter how much the foster parent(s) liked the kid or not.
- The only character you control is the Orphan.
...Exceptions:
* During infancy you may control a foster parent three time a day for tummy time and feeding.
* During toddlerhood you may control a foster parent three times a day for food or go potty.
* Once Orphan is a child you no longer control any Sims other then the Orphan.
- Meet as many skills as you can to achieve 'Top Notch Infant' and 'Top Notch Toddler'.
- Child must complete the basic four aspirations based on social, creative, logic, and motor.
* If you feel ambitious You can go for the other childhood aspirations as well.
* You will need to select an adult for 'read to children' on the logic aspiration.
- Child and Teens can earn money from fishing and harvesting and forging in the wild, diving in dumpsters. (keep track of their earnings)
* If theses things were done on foster parents land they only keep ¼ of the items/earnings.
* Child and Teen might need these to eat, so keep some of the food they gather.
- Children and teens are allowed access to public lots. (library, parks, museums, etc.)
- Teen must complete at least one Aspiration.
- Teen cannot graduate early until every household has hosted the Orphan once.
- Once Teen graduates early, or ages to adult you succeeded.
- A teen that graduates early can now live on their own.
- Give Sim the money they earned when they move out on their own.
__________________
Gameplay Notes:
I did one neighborhood at a time starting with Willow Creek. I just went down the list on unplayed households in every neighborhood as they showed up.
I went to each neighborhood as they showed up on the world select screen. So Oasis Springs came after Willow creek, etc.
I saved the Supernatural Neighborhoods until the child aged up as teen, skipping them and returning back to them after the child became a teen. Forgotten Hallow, Moonwood Mill, Strangerville, Sulani, Glimmerbrook, Ravenwood, Innisgreen... Whatever else that Maxis may decide to make.
The reason I turned story moving off is that the vital townies of neighborhoods had moved to completely to different locations. The mayor of Henford-on-Bagley moved to Sulani, The Stangeville folks bailed and moved to Chestnut Ridge. (I don't blame them, but still.) All before my Orphan could get to their homes. I had to pause and move put everyone back where they belonged, then I turned the moving off in the stories.
If you go for round two and another Orphan on the same save, you can mess a little with the families, forcing marriage and babies, or moving out sims that are now adults and placing them into their own houses. Maybe leave an heir on each original house. This is to keep the world moving if you want to use it again. You still don't play them, but you can shake up the world a little to keep it alive. That's what the Age On only active played house setting is for. You might want to play your orphans after they grow up, it will pause them from aging until you get back to them.
You might want to try the challenge with twins!
Happy Simming!