PHASE ONE:
Create 8 Young Adult Sims with different Aspirations, keeping in mind said Sims' future careers. (None of your Sims may be employed during the challenge.)
Create 8 Young Adult Sims with different Aspirations, keeping in mind said Sims' future careers. (None of your Sims may be employed during the challenge.)
Make a house with 4 (or fewer, it's up
to you) double beds. There may not be any single beds, but there may
also be chairs, loveseats, sofas, and outdoor benches (esp. if you want to avoid
that "butt up in the air" sleeping pose).
Move the 8 Sims into the Utopia House,
and reduce household funds to $100 (or lower)--the cheat is: "money
100"--without the quotation marks (and you need to have done Ctrl-C to open the cheat window, and then typed testingcheats true). Someone needs to start
cooking Party-sized meals so the household doesn't starve and, if you
have a Painter, he needs to buy a canvas for his first artwork, and if you have a Woodworker who needs to build Handiness, he needs to buy wood. (You
can do it with NO $--the cheat is "money 0"--if your Sims
immediately start Collecting and selling the fish, frogs, and troll
dolls and other crapola they find; plants will not be available for harvest on Day One.)
The ONLY direction you may EVER give
your Sims (until Goal #1 is complete) is to make them pursue their "Relevant Skills".
(Details below.) You may never direct them to attend to a Need
(bladder, hunger, sleep, whatever), and you may never give them a
direction that cancels a Need they are already attending to by
themselves. (So, if the kitchen sink breaks while your one "Handy"
Sim is asleep, and makes everyone else miserable, too bad.) You may
not (until Goal #1 is complete) direct them to undertake a Social interaction, and you may
never cancel or override any Social interaction they have started
themselves. (So, if "Handy" guy has decided to chat up a
cute girl and the kitchen sink breaks and spews water endlessly,
making everyone else miserable, too bad.)
"Watching" a musician does not count as social; "Drinking" does not count as satisfying hunger (so both of those can be nuked).
Pay no attention to "Whims". Pay no attention to the Aspiration tab (the first one in the tray on bottom right, with the "star" icon, that is brought up by keyboard command "G"). Do not redeem whatever Aspiration Rewards your Sims may inadvertently earn (until they leave the Utopia House). AND YOU MAY NOT HIT THE "PAUSE" KEY!!! (Except if you've got to go to the bathroom yourself, or eat, or sleep, or go to work, or take a picture if you're blogging the challenge. Dresser interactions such as "Plan Outfit" are okay, as is going into Build/Buy mode to sell artwork, woodworking, etc.)
Pay no attention to "Whims". Pay no attention to the Aspiration tab (the first one in the tray on bottom right, with the "star" icon, that is brought up by keyboard command "G"). Do not redeem whatever Aspiration Rewards your Sims may inadvertently earn (until they leave the Utopia House). AND YOU MAY NOT HIT THE "PAUSE" KEY!!! (Except if you've got to go to the bathroom yourself, or eat, or sleep, or go to work, or take a picture if you're blogging the challenge. Dresser interactions such as "Plan Outfit" are okay, as is going into Build/Buy mode to sell artwork, woodworking, etc.)
You may stop any Sim from playing video
games (except the future Tech Guru, if you have one), or using a
computer for anything unrelated to his Relevant Skills. (E.g., a
painter should be allowed to "Browse Art" if he's started
that autonomously, but not to "Play Sims Forever".) You may direct any
future Chef or Mixologist to put the Cooking Channel on any TV, even if Sims are watching some other channel. (Your other Sims will develop Cooking
skill quickly just because this channel is on.)
The only Sim(s) whom you may direct to
leave the house are those who do "Collecting" (fishing,
digging, finding frogs, harvesting plants) and anyone who will need Fitness for
his future career (you may send him "Jogging"). You may
assign the Collecting duties to a Sim who needs to develop the Fitness Skill, or you may split up the Collecting duties among several Sims.
NO MIRRORS--your Sims must develop
Charisma naturally by interaction. NO BOOKSHELVES--your Sims must
develop their Skills by "doing".
You yourself may drag unfinished meals
into the fridge to keep them from spoiling, but you may not drag
dirty dishes into the sink/trashcan, and you may never direct any Sim
to clean dishes or take out the trash, or clean a sink or bathtub,
etc.
"RELEVANT SKILLS": You may
direct your Sims to do the following, EXCEPT (1) if they have any
Need in yellow or lower, in which case you can't give them any
direction whatsoever, or (2) if they are involved in any Social
interaction, in which case you can't give them any direction that
would nuke the Social interaction, but it's okay if they can do what
you want while still socializing:
If you have a:
Future Tech Guru--you may direct him to
do any interaction on the computer that is under the "Program"
menu; this is also the only Sim who is allowed to play video games if he does it by himself.
Future Astronaut--you may direct him to
play chess or go jogging.
Future Chef and/or Future
Mixologist--you may direct him (1) to Clean Out Spoiled Food from a
fridge, and then (2) to make a Party size of the highest-quality meal
he is capable of making (if "Make Gourmet Meal" is
available, do that; if not, and "Make Special Meal" is
available, do that--hey, if the household ends up with plate after
plate of "Flirty Cookies", that could be a fun
development!) and, if there are enough meals available in the fridge
(you can check by having anyone click on the fridge and select
"Open"), after that (3) to "Make Drinks". (You
will need to start both of these future career-track folks on "Make
Drinks", but eventually they will start making drinks
autonomously.)
Future Painter: (1) Sell artwork if
necessary for the household to pay bills, (2) create more artwork.
You will have to sell the artwork yourself, as painters will not do
this autonomously. (Once a Painter is able to "Sell to Art Gallery" you should direct him to do that yourself, since you have the option only to "Sell to Collector", which yields less money.)
Future Musician: Practice (note: his
first attempts will drive everyone crazy and make them "Tense",
affecting food, paintings, etc., negatively--LOL; perhaps consider starting with
either a guitar or a violin and placing it outdoors or in a far-off
bathroom). Once Goal #1 has been met, if you send your Sim out to play for tips, you may pick something other than "Practice" (because he won't get many tips from that).
Future Criminal: Play chess, go jogging
or do something under the computer option "Program" (note
that the Criminal branch lets you do either Fitness or Programming to
advance)
Future Comedian: Keep telling jokes and doing other Funny interactions;
not much else your Sim can do.
Future Secret Agent: Go jogging and do
anything under the computer's "Program" menu.
Any Writer: anything under the
computer's "Write" menu, publishing when possible.
Future "not real jobs"--if
you've created a gardener Sim, have him buy seeds from the
computer and plant them in a garden bed (only 1 bed is recommended,
because gardening is agonizingly slow and boring), then tend them,
then Write (and amuse yourself by titling books "Why I Hate
Plants", etc.); if you've created a handyman Sim, have him (1)
Repair anything broken and Scavenge for Parts and Mop and Throw Away, (2) craft the
highest-value item possible on the Woodworking Table, which item you will then have to go into the household inventory and sell.
Any Sim may be directed outside for Collecting within the neighborhood--that is, he should not go to another neighborhood or community lot (until Phase Two).
Any Sim may be directed outside for Collecting within the neighborhood--that is, he should not go to another neighborhood or community lot (until Phase Two).
GOAL #1: Your Sims actually manage to
pay the weekly bill while being unemployed (and, in a house big
enough for 8 Sims, this can be $5,000 - $7,000 or more--that's a big
nut to make in one week, but it can be done!). Write down the amount
of the first bill.
GOAL #2: After paying the first bill
they were able to pay, once your Sims have saved household funds
equal to what the first bill was, move on to Phase Two:
PHASE TWO:
You may direct Social interactions to create the couples you want, and all Sims may be directed outside the house (e.g., comedians, mixologists, and musicians may head out to make $ on community lots).
PHASE TWO:
You may direct Social interactions to create the couples you want, and all Sims may be directed outside the house (e.g., comedians, mixologists, and musicians may head out to make $ on community lots).
GOAL #3: Once your couples are set,
divvy up the Utopia House's items into your Sims' inventories, sell
the Utopia House, and send your couples off to start their own
married/coupled lives, get actual Careers, have babies, whatever.
This can easily happen in less than 2 Sim weeks from the beginning of
the challenge. Each couple may start with $40,000 plus their share of household funds (divvied up however you wish).
ADVICE:
Don't put the skilling items in
separate rooms--have a big open space with the kitchen, the
computers, the chess table, the woodworking table, a couple TVs, the
guitar, the easel, the bar, whatever else you've decided to put in your house.
No exercise equipment--it leads to too
much wasted time by Sims who don't need Fitness for their future
careers.
No more computers than you need for the
# of Sims who need a computer to develop their Relevant Skills.
You should give at least half your Sims
the Neat trait, so your Utopia House doesn't end up being a hellhole
of toxic waste.
You probably need 2 Sims developing the
Cooking skill to keep the rest from starving. Maybe both a Future
Chef and a Future Mixologist.
Build your Utopia House next to some
sort of park--your Sims will autonomously go there, meet people,
dispose of trash, etc., and it's easier to find Collectibles than if they have to travel to a separate lot. So, plunk your Utopia House in a good spot.
Dedicate one Sim to developing
Handiness on the Woodworking Table in the off moments when something isn't freakin'
broken....
When you build your Utopia House,
install unbreakable toilets, fridge, and stove. There are no
unbreakable sinks or showers, and there will be enough needed
maintenance on those that whatever Sims you want to learn Handiness
will be very busy....
And, just make up your own rules when
you need to. And please let me know what you did, so I can revise
these rules!
So, what's the challenge, in essence?
It's in designing your group of 8 self-supporting Sims. And it's in
designing the house, with whatever skilling items you've chosen. You
may have to start the challenge more than once....
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