I came up with this challenge, after fiddling around with the Seasons expansion. *Updated 4/3/07*
For some reason or another, your founder was dissatisfied with the city life (or at least, that's what they told their friends - parental-enforced exile is never pretty), and has moved to their great-great-great-granduncle's farm. With a small fortune under their belt, can they not only survive, but flourish out here?
There's your goal - your sim must run and make profitable an old-fashioned farm, up to five generations on the same farm.
Setup:
Start with a blank neighborhood. There's no University, no Downtown, no Bluewater Village - We're out in the boonies! The seasons must start with winter. And the neighborhood must have a full, normal sequence of seasons - Winter>Spring>Summer>Fall>Winter, round 'n round.
Lay down a 2x3 lot for the challenge - one of the long ones, but smallish. You can go larger, but I don't recommend it. Make your founding sim - male or female, pretty or pretty ugly, it doesn't matter. Go ahead and move them onto the lot and motherlode them once. Place down a driveway, and a Smord (the truck) of any color. Now for the fun part!
Beyond this, the lot must contain:
- A house for your sim to live in
- 6 each of the types of orchard trees for a total of 18.
- 24 plots of planting dirt
- A pond for fishing
- An enclosure for the planting soil, and this can be a fence or a greenhouse
- A minimum of 2 composting bins.
- Outdoor pet house (If you have pets)
(Here's a
starter lot who don't feel up to the cconstruction or don't want to bother.)
Here's a few suggested items to include (optional):
- 1 Fountain or statue to prettyfy your yard
- 1 Outdoor bench
- Ladybug houses to keep the bugs off
Rules:
1) Only one Motherlode, no other cheats. This includes global hacks
2) No adult sim can hold a job. The only exception is for those whom it's a lifetime want - and then they hold it only long enough to get the want. Any spouse that marries into the family must give up their job to help on the farm.
3) There must be a pet, dog or cat, if you have the Pets expansion. If you breed pets, they must be an adult before you sell or give them away.
4) You can place one restaurant, one entertainment area, and one general store in the neighborhood.
5) For every trip 'in to town' or otherwise off the lot, you need to buy a gnome and stick it into your sim's inventory to represent cost of gas or the cost of hiring a taxi. This does not include the bus that picks up kids and teens for school.
6) Groceries can't be delivered - you have to send a sim out to go get them. Grocery runs are a two-gnome trip, as the goal is to build a self-sufficient farm.
7) Any item from the buy catalogue higher than the 'cheap' first few, must be bought twice, with the second one tucked in someone's inventory. This is to represent the cost of getting the item shipped out to the farm. Date gifts can be sold or used normally, as the date paid the expense.
*Edited to add this rule, which was forgotten in the haste to get this typed up before work*
8) No call-in help. No gardeners, no nannies, no repairmen, no maids. Firemen and the Police are acceptable.
Good luck, and good farming! :)
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The following two are challenges made by my hubby,
yetanotherbob, who actually doesn't play the game . . . c_c;
The Log Cabin Challenge is in the nut a survival challenge. The neighborhood requirements are simple - there just has to be a full run of seasons (I suggest starting with spring). Any size lot is useable, but there must be space to put a fishing pond and at the least a few fruit trees.
The twists are Fourfold:
1) The house can only have two rooms - one to sleep in, one for everything else. No sheetrock walls, but windows can be minimal.
2) Outdoor privy. A-yup, the toilet, be it normal or the stall kind, has to be on the back end of the lot in it's own minimal little room (don't forget a roof!). Any method of bathing must also be outside, but it can't even be in the outhouse.
3) No electricity. There cannot be a single elctrical appliance anywhere in the house or on the lot. You can have a stove (gas, obviously), the minifridge (so your sim can cook), and a compost bin (we'll ignore the light). No radio, no phone, no fire alarm. No lights except those that use flame - like tiki lights, or some of the lanterns that come in Seasons. Fireplaces are A-OK.
4) No jobs. Yup, no jobs for teens, adults, or pets. Kids and Teens still go to school normally.
Your sim's end goal - Survive two full turns of the seasons.
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Inspired by
this story, is your sim up for the challenge?
In a way, it's pretty simple. Take a basic sim - male, female, custom content, etc, it's all okay - and plop them down in one of the pre-made maxis houses. Outfit the house with whatever basic amenities are missing, like a fridge or a bookshelf, and add a cash register. Open up a home business, and set everything in the house except the toilet as 'on sale'. Lights, the stove, the sinks, everything. That's the total amount of set-up.
Your sim's goal is to survive one week, healthy and still sane, of 24/7 sales madness! Aim for those stars! (And by the end of this challenge, you'll be very, very familiar with how businesses work)
- No more than four employees, no more than two on the lot at the same time - one to work the register, one to restock and clean.
- If necessary, you can Motherlode once at the beginning in order to get everything set up.
- You can set up counters if you like! Bakery shelves, or outright toys and other items for sale.
- Your sim can have a job
- Your sim can woo and get married to one of the customers!
- Your sim can have a pet, but it must be a bird or womrat - pets that also must be put on sale.
- Please, no mood-altering or money-altering hacks besides the single 'Motherlode'. This negates some of the difficulty of the challenge.
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