Thursday, October 31, 2024

Humble Beginnings 10/31/24

 The Duncans had a pretty successful week.  They all got hired as golf caddies and, by the end of the week, the elders had all been promoted to gas station attendants, while Dalton had reached record store clerk.  Sadly, Greenlee passed away at the age of 66, but on a happier note, Dalton began dating Emily Baxter and she moved in and got a job in Culinary at the end of the week.  Both Finlay and Fiona will likely pass on before the end of fall, but Dalton and Emily have a pretty good start on making it to Working Class with a total savings (after paying the rent and the crime syndicate) of $3612.

Happy Simming!

Wednesday, October 30, 2024

Humble Beginnings 10/30/24

 The summer took a toll on the Baxter family.  Steven began immediately working shifts as a barista and bartending as well.  Karen continued begging until she landed a job as a dishwasher; she has since been promoted to drive through clerk.  Since Andrea was not qualified for any jobs, she stuck with begging, while Sarah and Angela both continued escorting.  When Bryan reached adulthood, he took a job as a pickpocket...with disastrous consequences.  He failed to return from his very first day out on the streets (he rolled death).  With the crime syndicate breathing down their necks, Sarah decided to take Bryan's place in "the family" by taking a Criminal job.  She was a bit more successful, attaining a promotion to bagman, before meeting the same fate as he did.  After his sister's death, Steven took the reins, also gaining a promotion to bagman but, unfortunately, getting arrested in the process; he'll have to spend some time in jail, but at least he's alive.  Meanwhile, Andrea met a barista named Robi and began dating him; Angela got pregnant by one of her clients, fell in love with a different client (the cuisine hobby lot director, Warren Owens), and decided to give up escorting to marry him.  She moved out at the end of summer, taking $500 of the family's savings (just enough to keep her Poverty Class), and will be moving into an empty unit at the motel.  By the end of summer Emily and Rose had both grown up as well (to adult and teen, respectively) and the family has a total of $3050 heading into fall.

Happy Simming!


Monday, October 28, 2024

Humble Beginnings 10/28/24

 The Andrews/Carver clan moved into a motel and, no sooner did they get settled, than Paige gave birth to twins, Levi and Lily.  Travis immediately began working as a pickpocket and was arrested on his first day.  Since they didn't have any money for a lawyer, he ended up behind bars.  In the meantime, Clay found a job as a dishwasher, as well as taking barista and bartending shifts whenever possible, while Paige continued begging in between caring for the babies.  Jenna grew up and also began working as a pickpocket, though she was much more successful at eluding the cops; she even got promoted to bagman!  Travis returned home once his sentence was finished, but was subsequently picked up again, landing him back in jail...again.  By the end of summer, the twins had grown into childhood and the family had saved $2129.  Jenna briefly considered moving out, but decided they'd have a better chance of getting ahead if they all stick together, so she'll remain here for now.

Happy Simming!

Friday, October 25, 2024

Humble Beginnings 10/25/24

 By the end of spring, the Baxter twins have become adults, Bryan will soon be an adult, Emily is a teen, and the new baby, Rose, is a child.  Karen, Sarah, and Steven are all about a week out from elderhood.  They had some struggles this spring, though they were mostly due to living on an apartment lot.  First off, someone built and then destroyed a snowman near the bathing area, preventing anyone from accessing the tub/shower.  I couldn't move it because it was in the communal area, so they just had to wait until it melted.  Homework was an ongoing battle, with so many kids needing to take turns doing it, and the toilet needing to be picked up as well.  Also, having moved the new family into the adjacent unit, they were constantly suffering needs failures, since there's not enough room for all of them to enter the apartment at the same time.  Consequently, they were often re-routing into the Baxters' apartment and then passing out or just generally being in the way.  Luckily, move_objects does work on sims.  Despite all of that, however, they did manage to save just enough money ($558) to level up to Poverty Class, so they'll be joining the Andrews/Carter family on the motel lot next round.

The Duncan family joined the Baxters on the construction lot.  The family consists of elderly couple Finlay and Greenlee, their teen grandson Dalton, and Finlay's sister Fiona.  They got straight to fishing and planting a small garden of tomatoes to sell.  They also did some begging, but didn't earn very much money from it.  However, in a surprising turn of events, they received a genie lamp, which I'm allowing them to either sell or make any wishes except for wealth.  They, of course, chose to sell, as that's most advantageous for them at this stage.  As a result, they'll be leveling up to Poverty, with $1654 in savings.

What a surprise!  All the families leveled up in the same round.  The next family will randomly be set to either Homeless or Poverty.

Happy Simming!

Wednesday, October 23, 2024

Humble Beginnings 10/23/24

 Spring brought quite a few changes to both the Andrews and the Carter families.  Both Ben and Grace passed away (at 65 and 67 respectively), leaving Paige and Jenna on their own.  However, now that Paige and Clay have indeed fallen in love, and have a baby on the way, the two families have merged into one, meaning they'll all level up together.  The elders brough in some decent money before they died, and once Jenna grew into a teen, she began fishing quite a bit, bringing in several boots.  Travis had a number of successful dates as well, while Clay and Paige continued begging.  Clay was also gifted a computer by a townie, which I've decided to let them use, but not sell.  All told, they've saved a total of $843 after bills, which means they'll be moving to the Palm Aire Motel in the summer, as they are now Poverty Class.

Happy Simming!

Wednesday, October 16, 2024

Humble Beginnings 10/16/24

 Winter was brutal for the Andrews family, as well as the new family that arrived to share the lot with them, the Carters.  The Carter family consists of an elderly couple, Ben and Grace, and their two granddaughters, Paige (teen) and Jenna (toddler).  (I like the idea of homeless families sharing the same spaces, even on residential lots, but I'm keeping their finances separate for the sake of advancement to Poverty Class.)  At the beginning of winter, some boots were caught, adding to their funds, but once the pool froze over, they were stuck depending on begging and dates again.  John passed away at the age of 70, leaving only Travis and Clay to build the family's bank.  They did fairly well, however, with Clay reaching adulthood and taking over the begging.  By the end of winter, they'd saved $467 - not quite enough to move up, but very, very close.  The Carters did okay as well, bringing in a total of $92 after bills.  (Also, I had them split the cost of a couch to allow for another place to sleep, since there are so many sims on the lot now.)  Paige and Jenna both grew up by the end of winter, and Paige has the want to fall in love with Clay, so that's pretty interesting.  If the two families merge, they might both move up by the end of spring.

The Baxters had a tough winter as well. With the ditch frozen over, Karen took to begging as well.  Sarah gave birth to a baby girl named Emily.  She had a few more dates, but they were mostly low paying. She did, however, end up with another surprise at the end of winter.  The family lost their matriarch this winter; Nancy passed away at the age of 66.  Beyond that, they fared relatively well.  The twins are now teens, Bryan is nearly a teen also, and little Emily is already a child.  They managed to grow their bank balance to $388, so they're at least still making progress.  Unfortunately, since no one leveled up this winter, it means the new family will once again be Homeless.

Happy Simming!

Friday, October 11, 2024

Humble Beginnings 10/11/24

 So I've finally got through playing my second family, the Baxters.  I created a Homeless lot to look like an abandoned construction site.  The "apartments" are 2x1 units with only toilets inside.  I wanted them to look like portable toilets that you'd find in construction areas.  The initial rent was $40, so I gave the family enough to pay that upon moving in, leaving them with nothing, same as the first family.  I did encounter a few difficulties with playing on an apartment lot.  First off, since the refrigerator is in the communal area, it means they have to pay for each meal they prepare, which is very pricey in the beginning, so I had to allow myself to instruct them to fish for the first week, which got them enough boots to pay for enough meals that one of them could gain a cooking point, which allowed her to cook the bass they were catching.  Oh and, by the way, baby bottles also cost $6 each, which I did not know.  There was also the issue of date flowers not actually being left by dates who are neighbors who live on the lot, so I had to familyfunds them the money that was owed.  And finally, there was the homework issue in which kids can't do their homework if it's placed in a communal area, so I had to keep picking up the toilet and placing it in inventory so that their homework could be moved into the actual "apartment" for them to complete it.  Not the most convenient solution, but doable.  On the upside, the bills were extremely minimal on the first day they were delivered, and didn't get delivered again after that.  AND the rent for their second week seems to be $0?  Idk why, but it's a lucky break.  I've also learned that crops can be planted in communal areas on apartment lots, so they'll be taking advantage of that once the weather is better (should they still be here by then).

Ok, so on to the actual family.  The Baxter family consists of elderly mother Nancy, her adult twins Sarah and Steven, Steven's wife Karen, and the couple's twin daughters Andrea and Angela.  Upon moving in Steven began working at begging, Sarah escorting, and Karen fishing.  Grandma Nancy mostly took care of the twins.  Karen almost immediately got pregnant, and subsequently delivered a baby boy named Bryan.  Sarah had several successful dates and also wound up pregnant.  She'll deliver next week.  At the end of week, the family has saved up $244, the girls have become children, and Bryan is now a toddler.  Next week will be winter, which is probably going to be tough, but hopefully they'll make it through.  It'll certainly be worse for the new family that gets created because they'll be starting off in winter, so fingers crossed!

Happy Simming!


Tuesday, October 8, 2024

Humble Beginnings 10/8/24

 I've played through the fall week with the Andrews family.  Clay became a teen and has managed to keep up with his homework enough to score an A grade.  Travis had several successful dates, netting the family some decent income.  The elders both brought in some money from begging as well, bringing the household funds up to $305 after paying the bills.  Sadly though, Lisa will not get to see her family level up to Poverty Class, as she passed away at the age of 65 (I had them buy items equal to the life insurance payments they received and give them to a townie).  (The computer thing became a moot point, as she died with it in her inventory.)  I think there's a good chance they'll level up next week, but John will likely not be moving with them because he's getting close to the end of his life also.

Next up will be the Baxter family, who will be played on a separate lot for the fall week.  Since the Andrews' haven't moved up yet, the only class available to them is Homeless.  Since they are a family of six, there wasn't room to move them in here with the Andrews, so I created an apartment lot that will be able to accommodate four families.  I'm interested to see how it works out with apartments vs. a residential lot.

Until next time, Happy Simming!

Monday, October 7, 2024

Humble Beginnings 10/7/24

 I've begun playtesting of Humble Beginnings.  I tried to convert Sim Center South in Downtown to a residential lot, but it did not work properly so I ended up creating my own Homeless lot.  I fashioned it to look like an abandoned public pool.  The area where the pool was is now a fishable pond.  There are two small buildings; one is a restroom/shower, and the other is a "maintenance building", in which I placed a couple of clothing racks, the dresser that looks like a toolbox, and a crib.  There are a couple of outdoor grills, an old-looking fridge, one counter, some outdoor tables/chairs, a park bench, a tent, a restorable car (placed with move_objects), a couple of fire pits, the oil drum fireplace, and various decorations to look like junk/trash.

My first family is called Andrews and consists of an elderly couple, John and Lisa, their adult son, Travis, and Travis' toddler son Clay.  I gave the family just the amount needed to "buy" the lot, leaving them with $0 upon moving in.  I decided to play families for one week each to correspond to crime syndicate payments/property tax payments that occur weekly, even though, as a Homeless family, neither of those will apply just yet.  Since I'll be creating a new family each week, I also wanted seasons to line up for all the families, so I'm keeping the seasons in place for the entire week by setting all the seasons in the neighborhood to the same thing, then changing them each week.  I started with summer for the first week and the next will be fall.

I've played through the first week (summer) with the Andrews family.  John and Lisa have been begging mostly, though not very successfully.  Travis has been trying to get dates with the various women who walk by the lot (I did not give them a phone), but has only managed to score one date, and it wasn't good enough to land him any date flowers or even the note.  I've run into a couple of things that I didn't think about as well: 1. They've been fishing quite a bit (I wanted them to have a way to get some food) but they catch a lot of boots, which I didn't cover what to do with.  I've decided, I think, to let them sell the boots they catch, but to balance that out, I don't instruct them to fish.  They have to do it autonomously.  2. A townie that Lisa met gave her a computer (I forgot they do that) so I have to decide what to do with it.  I'm considering allowing them to use it once they move up to Poverty (I don't feel like it would be realistic to have a computer set up on the picnic table outside), but obviously I won't let them sell it.  At the end of the week, after paying their bills, the family had saved up $94.  (And also, Clay grew into a child.  I have to decide what to do if he brings home any money for good grades.)

Happy Simming!

Sunday, October 6, 2024

Humble Beginnings 10/6/24

 

Humble Beginnings

 

The premise of this challenge is to play a family (or neighborhood) from very humble beginnings to the height of opulence through whatever means possible.  It is heavily inspired by challenges such as: The Nickel and Dimed Challenge, Rags to Riches, Boomtown, The Prosperity Challenge, The Poverty Challenge, and many others that I’ve played over the years.  I have borrowed various rules/restrictions from these challenges and molded them into a challenge of my own design.  All credit for any similarities goes entirely to the original creators.

Now that we’ve got that out of the way, on to the rules of the challenge.  I wanted to make it very customizable, so I’ve color-coded some rules in either green or red to indicate an easier or harder version.  Feel free to mix and match to suit your own play style.  Or just go ahead and edit whatever you don’t like to make it your own.  Let’s get started.

Setup

This challenge is designed to be played as a neighborhood challenge, but you can do it with only a single household if so desired.  Simply ignore any rules that reference interaction with other playable sims.

Create a single adult sim or a family.  If creating a family, roll a d6 for the number of family members, then randomize age/gender of each family member by whatever means you like.  Avoid having more than two children of the same age, as only twins are possible within the game (unless, of course, you have a mod/hack that allows for higher multiples).  If you get a family with no adult, you may create an adult for the purpose of making the family, then kill them off immediately upon moving in.  If your family does have an adult, the only rule is that none of the children can be older than toddler (because an adult at 29 days to elder wouldn’t be old enough to have an older child).

Primary aspirations are assigned according to zodiac sign:

            Romance = Libra or Leo

            Family = Gemini or Cancer

            Fortune = Taurus or Scorpio

            Knowledge = Capricorn or Virgo

            Popularity = Aquarius or Pisces

            Pleasure = Sagittarius or Aries

Secondary aspirations are selected randomly for CAS sims (born in sims can be random as well or choose one of the parents' primary aspirations as their secondary).

Your sim or family may start as Homeless, Poverty, or Working Class.  Move them into their designated home and give them $0 if Homeless, $500 if Poverty, or $5000 if Working.

Sims will age up a day early for every life phase except when aging to elder (let them age naturally) and to adult (send teens to Uni at 8 days to elder, drop them out, move them back home {deducting the free $20,000 of course}, and give them 2 drinks of elixir (as soon as possible – they may not have enough points or may not be in a high enough aspiration), so that their starting adult age is 35 days to elder.

If playing as a neighborhood challenge, play each family for the same amount of time, and create new sims/families at regular intervals (at the end of each week or season perhaps?)  New sims/families may start at any class level that has been unlocked so far.  If you want to make it interesting, randomize which class they get.

General Rules

Since this challenge is primarily about climbing the ladder of social status through wealth, there will obviously be many restrictions on how money can be earned and on skilling, as that’s a big part of earning money.

·         Skills may not be learned from the bookcase unless the sim has a degree (see below).

·         Jobs available are restricted by class/degree (see below).

·         Teen/elders may have jobs (except for Homeless).

·         Only Lower Middle Class or higher may go to hobby lots or keep life insurance payments.

·         Only Upper Middle Class or higher may attend private school.

·         Mr. Humble’s computer may not be kept or sold.

·         No one is allowed to perform music for tips, dig for treasure, or sell crafted cars (they can still be crafted to use, however).

·         Paintings may only be sold if the sim has level 8 creativity.

·         Crafts from the crafting benches may be sold (toys, robots, etc.) and novels may be written if a sim owns a computer.

·         Townies/NPCs can’t be moved in just for their money.  They must become part of the household and follow the rules of the class they’ve joined.  If they have the required entry skills needed for the job they have upon moving in, they may keep it.

·         Pets may not have jobs.  Only Wealthy or higher may breed pets to sell.  Middle Class sims may own pet stores.

·         If a genie lamp is obtained, it may be sold or sims may wish for anything except wealth.

·         Career rewards are not allowed.

·         Aspiration rewards are allowed, but the money tree and the counterfeit machine may only be used by Criminals.

·         You must make a choice on chance cards.

Sims can have relationships with anyone they choose.  When moving playables in or out with one another, their funds will determine which class they belong to.  Handle this however you see fit.  There’s a lot of storytelling potential here – a gold digger looking to snag a rich spouse, a wealthy heir marrying for love, rather than money…so many possibilities, have fun with it.  If you have ACR, I would recommend adjusting the settings to make is more likely for poorer sims to have unplanned pregnancies.  If not, you can do what I do which is always try for baby anytime someone (Homeless, Poverty, or Working) rolls a baby or woohoo want and for the higher classes try for baby on a baby want or according to their aspiration on a woohoo want (roll d6 – Romance only on a roll of 1, Pleasure 1 or 2, Fortune/Knowledge 1-3, Popularity 1-4, and Family 1-5).  If sims divorce/split up, their class will be determined by the funds in each new household.  Again, you can handle this how you see fit.  I like to keep the original sim who owned the house in the house and move the other sim out.  If there are children involved, I decide who gets custody by a three point scale – whichever parent has the “best” aspiration for parenting (in my opinion - #1 Family, #2 Pop, #3 Fortune, #4 Knowledge, #5 Pleasure, #6 Romance) gets a point, whichever parent has the “best” job (subjective, I know) gets a point, and whichever parent the child likes best gets a point.  Whichever parent has the most points gets custody.

Classes

There are seven social classes that exist solely for the purpose of assigning rules and conditions for advancement.  Friendships/relationships may develop across social classes without restrictions – the heart wants what the heart wants, after all.

Homeless:  Sims of this class live together on a sparsely furnished lot (either residential or apartment), perhaps a public park or small shop that has been converted?  There should be minimal shelter, minimal sleeping arrangements, and minimal bathroom facilities.  You should keep track of each individual family’s money for the purpose of advancing to the next class.  The only jobs open to this class are begging and “escorting” (i.e. freestyling for tips and going on dates for money {selling date flowers}).  Only NPCs may be moved in (no regular townies).  Sims of this class are not allowed to take any aspiration benefit points except for the one to assign a secondary aspiration.  Once a family has saved $500, they can move up to Poverty Class.

Poverty:  Upon moving up to this class, the family must buy an object worth $50 to be placed in inventory and passed down from one generation to the next.  This is the family’s emergency fund.  Should they ever have to tap into this fund to pay bills/rent/buy food, etc., they will immediately be demoted to Homeless and will need to move to a Homeless lot.  Sims of this class live in small motel rooms or abandoned warehouses converted to tiny apartments (should be apartments, because they need to pay rent).  In addition to begging and escorting, sims may now work as baristas, bartenders, and dj’s, as well as in the Culinary, Slacker, and Criminal careers.  Barista, bartender, and dj jobs consist of the sim going to a community lot and working at these activities for a maximum of 3 hours per day per job type (i.e. only one barista shift, one bartending shift, and one dj shift allowed per sim per day).  In addition, a sim must have at least one mechanical point to be hired as either a barista or a bartender and to be a dj they must have at least one creativity point.  In order to take a job in Culinary, a sim must have 2 points in either cooking, creativity, or logic.  For Slacker they need 2 points of either creativity, mechanical, or charisma.  For Criminal, it’s 3 points of either body, creativity, or mechanical.  (There are additional consequences with working in the Criminal career.  See below.)  *Note:  Any jobs performed on community lots must be worked around the sim’s regular job, if any.  In other words, you can’t take advantage of time not passing on the home lot and send a sim out to work three shifts on a community lot, and then come home where it’s still 7:00 a.m. and go off to their regular job.  If they do a shift before work, they must leave and go home before their regular job begins.  Vacation days are not allowed.  If a sim misses a day of work, they must quit before the vacation income is paid.  Only NPCs may be moved in (no regular townies).  Sims of this class are not allowed to take any aspiration benefit points except for the one to assign a secondary aspiration.  This class also has an additional struggle – the crime syndicate that has a strangle hold on the neighborhood.  Each family must pay $500/week to the crime syndicate (give a $500 object to the landlord?), unless there is an adult in the household working as a Criminal (teens and elders may work as Criminals, but they don’t qualify the family for exemption from this payment).  Non-payment will result in consequences (see below).  Once a family has saved $5000, they can move up to Working Class.

Working:  Upon moving up to this class, the family must replace their $50 emergency fund with a $500 fund.  Should they need to tap into it, they’ll be demoted to Poverty Class and must move to Poverty class housing.  Sims of this class live in small rental homes (could be individual townhouses or row houses, as long as they are apartments that require rent to be paid).  Begging and escorting are no longer allowed, but all other jobs remain with the same requirements to enter the job.  In addition, the following jobs will open up with the requirement of at least 3 skill points pertaining to the job before being hired: Law Enforcement (logic, body, or cleaning), Military (body, mechanical, charisma), Athletic (body, mechanical, charisma), and Entertainment (body, creativity, charisma).  Sims of this class may also work as employees in sim-owned businesses.  Vacation days are still not allowed and the $500 payment to the crime syndicate is still required (except for Criminals).  Only NPCs may be moved in (no regular townies).  Sims may now take Needs and Jobs benefit points after taking the point to assign their secondary aspiration, but they must be chosen randomly.  Once the family has saved $25,000, they can move up to Lower Middle Class.

Lower Middle:  Upon moving up to this class, the family must replace their $500 emergency fund with a $2500 fund (demotion if tapped into).  Sims of this class will own their own homes (no more rent!), but will now be required to pay 10% of their lot value each week for property taxes (it may be useful to create a “tax collector” sim who owns a community lot where sims can go to give away an item worth the value of their tax payment).  Criminals may choose not to pay property taxes, but may face consequences for doing so (see below).  Businesses may now be owned, either home or community lot.  Employees may be hired from Working Class families or from the townie pool.  Business perks must be selected at random.  Families no longer need to pay the crime syndicate and vacation days are now allowed.  Townies may now be moved in.  Sims may now take all benefit points (still assign secondary aspiration first), but they must be chosen randomly.  Once the family has saved $100,000, they can move up to Upper Middle Class.

Upper Middle:  Upon moving up to this class, the family must replace their $2500 emergency fund with a $10,000 fund (demotion if tapped into).  Sims of this class will own their own homes (they may stay in the home they already own or move to a larger home, as desired).  Property taxes still apply and all other conditions of Lower Middle Class remain in effect.  Once the family has saved $250,000, they can move up to Wealthy.

Wealthy:  Upon moving up to this class, the family must replace their $10,000 emergency fund with a $25,000 fund (demotion is tapped into).  Sims of this class will own their own homes or live in luxury apartments (their old homes will no longer do and they should upgrade to a more expensive house or move to an upscale apartment building).  Property taxes (for those in houses) still apply, etc.  Once the family has saved $1,000,000, they can move up to Elite.

Elite:  Upon moving up to this class, the family must replace their $25,000 emergency fund with a $100,000 fund (demotion if tapped into).  Sims of this class will own their own homes or live in luxury apartments (they may remain where they are or moved as desired).  Property taxes (for those in houses) still apply, etc.

Higher Education

I find University tedious to play, so I’ve made a different system for higher education here.  Uni will still be used as a means for growing teens into adults, but that’s it.  If you really love playing sims through Uni, by all means, feel free to edit these rules to suit yourself.

Community College:  Community college classes are only available online, so a computer must be owned (even though nothing will actually be done on the computer).  A sim will pay $500 per “class” they take.  The “classes” are the special skills available on the bookcase (fire safety, etc.)  Classes will be taken in the following order: Parenting, Fire Safety, Anger Mgmt., Lifelong Happiness, Physiology, and Couples Counseling.  Once a sim has learned all six of these skills, they will have earned their degree and the following jobs will be opened to them with the requirement of at least 5 skill points pertaining to the job before being hired (even if they are otherwise restricted by their class):  Gamer (creativity, logic, mechanical), Music (charisma, creativity, mechanical), Adventurer (body, charisma, mechanical), Dance (body, creativity, charisma), and Architecture (mechanical, logic, creativity).  Additionally, sims with a degree may now study skills from the bookcase, teach children/teens to study, and take vacation days (even if otherwise restricted by their class).

University:  University classes take place in person at a residential or apartment lot that is designated as the University.  Sims will need to move to this lot to study.  The lot can be designed any way you wish, but make sure to put lots of skilling items in the communal area for all students to have access to.  Classes will work the same as in community college, but the cost for each class is $1000.  Once they’ve finished their classes, students will also need to write a “thesis” (a novel) in order to earn their degree.  A University degree opens up all the jobs from Community College (with the same skill requirements), as well as the following with the requirement of at least 7 skill points pertaining to the job before being hired:  Journalism (charisma, cooking, creativity), Politics (logic, creativity, charisma), Science (logic, cooking, cleaning), Medicine (logic, mechanical, cleaning), Oceanography (body, mechanical, cleaning), Business (logic, creativity, charisma), Law (charisma, cleaning, logic), Education (charisma, cleaning, logic), and Intelligence (logic, mechanical, cleaning).  Additionally, sims with a degree may now study skills from the bookcase, teach children/teens to study, and take vacation days (even if otherwise restricted by their class).

*Note: Teens who earn scholarships may keep the money to apply to classes, but must take at least one class.  They may not keep the free $500 the games gives them upon moving to Uni, as they are only going there long enough to age up and drop out.

Crime Syndicate

Sims required to pay the crime syndicate (i.e. Poverty and Working Class sims) will face severe consequences for non-payment.  The head-of-household (oldest sim in the family) is responsible for the payment.  Should the family be unable to pay what is owed, they will pay as much as they have and the head-of-household will not be able to work the next day (if he/she is off the next day – lucky break, if staying home from work results in vacation pay being paid – deduct it from their funds).  The second time a family fails to pay what is owed, they will pay as much as they have and the head-of-household will be unable to work for five days (same conditions as above).  Three strikes and they’re out, literally.  The syndicate does not tolerate continual offenses.  Pay what they can and then kill off the head-of-household.  The next oldest sim in the family becomes the new head-of-household and the count resets (the syndicate doesn’t hold the previous family member’s crimes against them, isn’t that nice of them?)

Criminal career:  If an adult sim in the household is working in the Criminal career, the family is exempt from paying the crime syndicate.  (This sim does not need to be the head-of-household.)  However, there are risks associated with being a Criminal.  Every day the Criminal sim goes to work, roll a d20 – a roll of 1-5=death (the streets are tough), 6-10=arrest, and 11-20=safety.  (At levels 6-9 of the Criminal career it will decrease to 1-3=death, 4-6=arrest, and 7-20=safety, and at level 10 it will be 1=death, 2=arrest, 3-20=safety.)

Arrest:  If a sim is arrested, they may hire a lawyer (if they can afford one) to represent them.  A good lawyer costs $20,000, a lousy one costs $5000, and a public defender is free.  Once they have retained counsel, roll a d6 – with a good lawyer, 1=conviction and 2-6=acquittal, with a lousy lawyer, 1,3,5=conviction and 2,4,6=acquittal, and with a public defender 1-5=conviction and 6=acquittal.  (Author’s note: This is in no way a criticism of public defenders.  They work very hard for very little pay.  It’s a criticism of the system that gives them too little time and resources to do their jobs effectively.)

Jail:  If a sim is convicted, they will be sentenced to 3 days x their current job level, and must be moved out of the home and into the prison lot (you can make this lot however you want, but sims should not be allowed to interact with sims outside the jail except by phone, they shouldn’t be able to leave the lot, etc. – basically just make it prison) for the length of their sentence.  While a sim is in jail, their family may still benefit from the exemption of crime syndicate payments as long as the jailed sim retains their job (remember, they can’t leave the lot, especially not to go out and commit more crimes!)  In this instance, it’s okay to use vacation days, as the prison lot will be getting the money anyway, and it will only serve to (possibly) allow a sim to keep their job until the end of their sentence, at which point they’ll move back home (obviously, they can’t bring the free $20,000 they’ll get from moving out back home with them).  If they’re fired while in jail, their family back home must begin paying again, unless there is another adult sim in the household working in Criminal.  For simplicity’s sake, teens and elders who are convicted of crimes will pay a $200 fine and be forced to quit their jobs rather than going to prison.  (They earn very little money anyway and it’s a hassle to move teens around, so we’ll just say the courts are lenient on them.)

            Job levels:       1 – Pickpocket

                                    2 – Bagman

                                    3 – Bookie

                                    4 – Con Artist

                                    5 – Getaway driver

                                    6 – Bank robber

                                    7 – Cat burglar

                                    8 – Counterfeiter

                                    9 – Smuggler

                                    10 – Criminal mastermind

Parole:  (Optional)  If you want, you can allow sims to be paroled after 2/3 of their sentence has been served.  The chances of getting paroled go down with subsequent sentences.  Roll a d6 – if it’s their first time in jail, 1=no parole and 2-6=parole, if it’s their 2nd time, 1,3,5=no and 2,4,6=yes, 3rd time, 1-5=no and 6=yes.  After 3 times, no parole will be granted as they are obviously a career criminal.  If paroled, the sim may return home immediately; if not, they must serve the rest of their sentence before returning home.

Tax evasion:  Criminals may choose not to pay their property taxes, however the consequences for non-payment are as follows:  roll a d6 – if 1,3,5 they’ve been caught and must pay their taxes plus a 50% penalty, as well as a 3 day jail sentence; if 2,4,6 they got away with it and there are no consequences.  For each subsequent offense add 2 additional days to their jail sentence.  (Many of the most famous criminals in history were imprisoned, not for their other crimes, but for failing to pay their taxes.)

Kidnapping/Ransom:  A Criminal Mastermind may choose to kidnap any member of a Wealthy or Elite family that walks by their house.  Greet the sim and then lock them into the house.  Roll a d6 – 2,4,6=successful kidnapping/ransom, and 1,3,5=unsuccessful.  If successful, add $100,000 to the household funds (deduct this amount from the victim’s family when played).  If unsuccessful, the Criminal Mastermind gets arrested (follow the normal procedure) and if convicted, add 10 additional days to their sentence for the charge of kidnapping.  Either way, release the victim.

Miscellaneous

You may need to create a sim at some point to be a foster parent to children whose parents are in jail or you could use a family you already have in play.

When a parent is released from jail, perhaps they should be required to take a parenting class before getting their kids back?  Or if one of their kids ages out of the system before they get out, perhaps they will take the parenting class and take on raising their siblings?  Possibilities to consider.

What about a homeless shelter?  Maybe wealthier families could donate funds to build one?  Or taxes could fund it?

These are just some ideas that you could put into place.  Feel free to do whatever you’d like with this challenge, including editing it as much as you like to suit your own play style.  Most importantly….have fun!!!

Townsville 10/6/24

 Remington Harris won the second season of Last Sim Standing and will be played in the next rotation, but that's going to be a while because I've been working on a new challenge that I want to start playtesting.  It's called Humble Beginnings and I'm going to share the rules in the next post.

Happy Simming!

Thursday, October 3, 2024

Townsville 10/3/24

 Hamilton/Beckett:  Brooke became a toddler.

Cox/Bendett:  Marisa took charge of the headmaster visit this time and Kelsey got into private school.

Happy Simming!

Wednesday, October 2, 2024

Townsville 10/2/24

 Stratton/Gothier:  They were robbed.  The burglar was caught, and they were able to replace all their stuff.

Fancey/Sims:  Amin got promoted and came home early from work, catching Melissa and Brandon together.  He broke off their engagement.  Melissa is planning to move in with Brandon.

Barthelet:  The Barthelets moved to a much larger apartment just in time for Angel to be born.

Happy Simming!

Tuesday, October 1, 2024

Townsville 10/1/24

 Pederson/Trimble:  Ivy and Derek had another son, Miles, and James joined Michael in private school.

GilsCarbo:  Goopy and Sandy welcomed their fifth child, Timmy.  Ricky met and introduced his brother Marty to Marsha Bruenig so she can grow up to teen with him.

London:  Meadow is pregnant.

Happy Simming!