Introduction


The Apocalypse Challenge is a difficult, multi-generational challenge that begins with restricting nearly everything your sims can do. It is your job to keep your sims happy enough to rise in the ranks of their careers and lift the restrictions that make life so difficult for them. There are 20 unique restrictions that MUST be lifted and 6 restrictions that are optional. Hopelessness is lifted as soon as your founder attains level 10 in any of the careers available to your founder. Alien Technology and other Optional Clears do not have to be lifted in order to win the challenge.


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The Story


For weeks, the powers that be in Twinbrook tried to cover up what the city's sewer system had done to the swamp. The original and very corrupt city planners, trying to cut corners and redirect funds into their own pockets, had skimped on building a proper water reclamation plant and just diverted all sewage to drain into the swamp. Over the years, sims taking baths and washing dishes resulted in massive amounts of soap being dumped into this delicate ecosystem. The ground and water became saturated with it. Ecological disaster that this was all on its own, it exacerbated the natural processes brewing under the wetlands. All the composting debris of raw sewage, old foliage and fish from the distant past caused an excess of methane and other volatile swamp gasses to accumulate right under all this pollution.

This would have not been a problem except for the soap residue that saturated the area making it impossible for this miasma of toxins to dissipate gradually into the atmosphere. One day, these gases broke to the surface in an immense bubble. Like all bubbles, once it got too big, it burst in a violent eruption. The concussive shock that was generated destroyed the nuclear power plants in the region, causing a cascading melt down that leaked tons of radiation into the countryside. This conflagration destroyed the entire region, sending Similization as we know it back to the dark ages and leaving the ground scorched and barren. Nearly all life for thousands of miles was wiped out.

You have been lucky. You managed to escape the cataclysm because you were out of the region at the time. When you returned home, the Green Cross at the airport suggested you make your way to the nearest area where relief efforts were underway if you wanted to return to what was once your home. You don't know how you managed it, but you wandered until you found this sheltered, if desolate place, where civilization in the region can rebuild itself. If you are strong enough, if you are committed enough, you can lead the efforts. You and your family ...



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SET UP YOUR CHALLENGE
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Set Up


Read through ALL the rules before you start your challenge. Everything is listed somewhere. Universal rules cover rules that govern your family from inception to completion of the challenge. Expansion Specific rules cover topics that are particular to any of the expansions. Category rules cover all the restrictions that you have to lift throughout the challenge. If you are confused about a particular rule or you can't find it, use the search page option and see if it is listed. If there isn't a listing, you can ask questions on the TS3AC Facebook group page

Choose Your Advantages and Handicaps

Before you do anything else, you should choose which Advantages and/or Handicaps you will be playing with. The Advantages and Handicaps page lists many bonuses or penalties to vary the default rules. Choose them now, so you can plan ahead and set up your game accordingly.

Prepare Your Neighborhood

  • Choose any EA made world or any desert or apocalyptic player made world you wish, but beware as not all player made worlds come with all necessary spawners or rabbitholes.
  • You may doctor the entire neighborhood to remove decorations, trees, shrubs and flowers, if you wish but you don't have to do this. Just pretend that any greenery you might see is toxic until the Naturalist restrictions have been lifted.
    • !!!Prior to creating your challenge sim, make sure your lot and neighborhood are ready to move in. You may do whatever changes you need in your neighbourhood before you start to play. However, once you are settled and hit "Play", you are not allowed to go to Edit Town to change anything for the rest of the challenge!!!
      • Refer to this list of required rabbithole and open community lots for your neighborhood before you start, according to what expansion packs you have.
      • If your neighborhood is not populated, place 30 families around the residential lots in town.
      • You must randomize the traits of these Sims and pick one of the five LTW's that show up. It is recommended to make the families with some varying ages, but not required.
      • If you own the Supernatural expansion, see those specific rules for placing sims of your Supernatural founder variety.
    • If your neighborhood is populated, you may have a maximum of 30 families around the residential lots in town, not including your own. Rules for creating any new families are the same as they are for unpopulated neighborhoods (see above).
    • Place any rabbit hole buildings you need so you have access to every career available in every expansion you own.
      • We do HIGHLY recommend splitting up the School/Stadium combo if your neighborhood has one. There is a glitch where this rabbit hole combo will cause your Sims in the Professional Sports career to always lose their games. This may make the base game method to lift Athletics harder than it needs to be.
  • You will define your sims Network at the beginning of the challenge. Your Network will be the only lots you can visit until Military restrictions are lifted. It shall be comprised of the following lots:
    • 3 neighbors
    • 1 Rabbit hole
    • 1 Big park (you may NOT choose Festival Grounds or the Performance Park as your big park)
    • 1 Non-park Community lot.
  • These lots can be anywhere on the map and do NOT need to be close to your home lot.
    • The Big Park must conform to the Allowed/Not Allowed lists below. Should you choose an existing Park or Community Lot you must edit it.
      • Should you build your park, you are not limited to the 8X8 area nor are you required to build on a foundation or stilts.
    • Sims MAY visit the 3 neighbors and the Big Park during allowed hours
    • Sims MAY complete opportunities at the rabbithole or visit the lot during allowed hours. They may NOT perform any restricted actions such as registering as self-employed before Politics is clear should they choose the City Hall as their rabbithole lot.
    • Sims May only visit the Non-park Community lot once it's governing restrictions are clear during allowed hours.
    • NETWORK EXAMPLE for Sunset Valley based apocalypse
      • Residential lots: Bachelor House, Langerak House, Single Moms house
      • Big Park: That big square park in the middle of the city
      • Rabbithole: City Hall
      • Non-park: Library
  • Setting up your Big Park:
    • If you choose an existing community lot, edit it to conform to the allowed/not allowed list below.
      • ALLOWED
        • 1 Chess Table with chairs
        • 1 Hopscotch court (Generations)
        • 1 Dart Board (Late Night)
        • 1 Teddy Bear
        • 1 Baseball, Football, Hand and Foot ball, Kicky Bag or Frisbee (you must choose only one)
        • Cheap tables and chairs (not restricted on how many)
        • Park benches (not restricted on how many)
        • Candles, lanterns, torches (not restricted on how many)
        • 1 public toilet stall (may not be completely enclosed by walls)
        • A covered area to keep the weather off sims (may not be completely enclosed by walls)
      • NOT ALLOWED
        • You may not have any elements on the lot entirely enclosed by walls
        • Bookshelves must be removed
        • Radios and gym equipment must be removed
        • Toy boxes, xylophones, peg boards, activity tables and other children's entertainment must be removed (except for the solitary bear)
        • No Grills, fire pits or bonfires
        • No Sinks
      • Anything that is restricted at the start of the challenge may be added in to this community lot once you are able to purchase it and upgrade it's amenities, as long as governing restrictions for any given item you wish to add have been lifted.

Choose Your Apocalypse Lot

  • Choose the largest, empty, residential lot between 40x40 and 64x64 in size that is available in your world.
    • If you have trouble with lag, you may take the largest lot size that doesn't bog your game down.
    • If you took Cramped Much? handicap, place down (or choose premade) 10x10 lot to start with.
    • Once you plant your founder on your lot, you may not move them to any other lot in the neighborhood.
    • 64x64 lots already cost $8192 Simoleons, leaving you with $8308 simoleons.
    • If you choose a smaller lot, you must reduce your sims available funds immediately to $8308 simoleons
      • You can use the testingcheatsenabled true then familyfunds <familyname> 8308 cheats to do this easily.
      • Alternately, you may determine how much you need to reduce your family funds by, and then purchase goods from the buy menu until you only have $8308 simoleons left. Put these goods into your family inventory box in buy mode and never touch them again.
      • For anyone wanting to start your Tournament Founder on a pre-made lot w/house already built you do NOT get $8,308 as your leftover money after you buy. You will need to buy your house and then do this equation: 8308 - (lot w/house price - lot size price) = how much money you have left for books and other building/buying.
        EXAMPLE: I buy a pre-made house on a 10x10 lot. The price is $4,599 and the 10x10 lot costs $200. 8308-(4599-200)=3909. I would then familyfunds my founder to have 3909 simoleons.
You must do this BEFORE you go buy your books or add anything to your lot/house.
  • Make sure the lot you are moving your founder in to has no trees, shrubs, flowers or other decorations, and the ground is painted with a dirt or sand texture.

Create Your Sim

  • Choose your occult restriction. See this page for details.
  • By default, with no game start advantages or handicaps, you will use the following rules:
    • Your founder will start as a Young Adult of whichever gender you choose.
    • You can choose your founder's starting lift freely.
    • Your founder does not go to University unless you take Higher Education advantage.

  • Create a Sim in CAS.
    • See above - by default, your Sim will be a young adult (unless you take Get Off My Lawn handicap, in which case your founder starts as an Adult) male or female, life state according to your chosen occult restriction.
    • Your Sim may have any Life Time Wish you want and have any traits you want (unless you take Nobody's Perfect handicap, in which case certain traits are off-limits). You are not limited on how they look (unless you take The Eyes Have It handicap) or what they wear.
    • If you choose to create a supernatural sim, refer to the specific Supernatural Sims rules for any game play considerations concerning your founder and their family.
  • Move your founder Sim to the Apocalypse Lot.

Find a Job

  • If you chose to send your founder to University, choose your career first. Then you can choose your major to fit that job. You have to first finish your University time before you can actually take the job.

  • By default you may choose any of the base 19 lifts for your founder to pursue.
  • If you chose I'm sorry, you're overqualified handicap, you are required to choose your founder's starting lift at random from the list below:
    • Generate a number between 1 and 6 with an online number generator or a 6 sided (square) die.
    • Random.org is an easy online random number generator to use.
    • Choose your career from one of the three (or four) options available on the result you rolled.
    • The List:
      • Roll of 1: Architect / Athletic / Business
      • Roll of 2: Communications / Criminal / Culinary
      • Roll of 3: Education / Entertainment / Espionage
      • Roll of 4: Forensics / Journalism / Master Thief
      • Roll of 5: Medical / Military / Naturalist
      • Roll of 6: Paranormal / Politics / Science / Symphonic

  • After you choose your starting lift, you must immediately walk to register for the career required for your lift. You can do it regardless of other restrictions in place. If there are more ways to clear your restriction, you can choose any one of them.

Build Your House

  • Designate an 8x8 area (10x10 if you play with Privileged Family advantage) to build your house. You may not build outside this area prior to lifting Politics, and once designated and built on, it cannot be changed, so choose wisely.
  • The founder's house must either be built on stilts (columns), built on a foundation, or built under the ground. You may not place walls or flooring directly on the ground.
  • Refer to the Architect rules for specifics on building your house.
  • A list of allowed build mode items can be found Build and Buy Restrictions found here.
  • If you are sending your sim to University, refer to the University Life rules about building your house

Furnish your house

  • You are, in general, limited to a buy item cost of $1000 simoleons or less for any item you purchase.
    • As some items within the allowed price range are not allowed for various reasons, refer to the Buy and Build item restrictions.
  • Go to the Book Store and purchase at least 3 skill books (ONLY skill books allowed). You are REQUIRED to purchase at least 3 books at the beginning of the challenge!
    • If you are sending your sim to University, refer to the University Life rules about buying books.
    • This will be the ONLY time you are allowed to go out in the neighborhood and go shopping until you have lifted relevant restrictions.
    • You may buy as many of the toddler skill books and any of the adult skill books you want. (Note that the "Jimmy Sprockett" books are not skill books.)
    • You are highly encouraged to purchase the Gardening books as they are the only way to learn Gardening if you cannot go to the library.
    • You may visit the Consignment Store to buy skill books (ONLY skill books allowed). You may visit both the Consignment Store and the Book Store on the first day of the challenge, if desired, but you must purchase a minimum of 3 books total.
  • You are allowed to purchase a single Sloppy Jalopy.
    • You must place a car parking space on the ground within your 8x8 area and keep your car placed on that space when ever you are at home with it.
    • If you own the Classically Cool Fixer Upper from the store you may purchase this instead of the Sloppy Jalopy. Refer to Store Content in Science for restrictions concerning this car.

It's time to start your Apocalypse Challenge!!



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THE RULESDivider Line.gif

Universal Rules

The following is a set of harsh restrictions the family must obey throughout the challenge. These rules are in effect for the entire challenge regardless of what restrictions you lift or what expansions you have.

  • Restrictions

    • A single sim may only lift one restriction in their lifetime with some notable exceptions.
      • Hopelessness is automatically lifted when your sims lift their very first restriction, so the first successful sim will actually lift TWO restrictions.
      • There are other Optional Restrictions aside from the main 19 lifts required to win the game. These are not required to finish the challenge, but they unlock some powerful skilling objects and other rewards that not every player will be able to access. Therefore only one of these restrictions can be lifted per generation, but the sim lifting it may lift one of the regular restrictions as well.
    • You cannot take any uncleared career unless you intend that Sim to lift that restriction (i.e. you are not attempting to bend the spirit of the rules). If your Sim has already lifted a restriction, they may take any career if that career's restriction has been lifted. If a sim is already attempting to lift a restriction, you cannot take that career (two sims cannot be attempting to lift the same restriction at the same time).
      • If the career has 2 career paths, each attached to a different career and BOTH restrictions are still in place (ex: Forensics and Espionage; Symphonic and Rock Star), you MAY have 2 sims in that career.
      • If the restriction involves reaching the top of a career, your Sim is not considered to be attempting to lift that restriction until they have a job in that career (teen jobs do not count). You cannot, for example, decide that your Teen will lift Rock Star and prepare her guitar skill before joining the Music career.
    • Note on optional methods to lift a restriction:
      • Many restrictions offer more than one method for you to clear them and in most cases it is a job that corresponds to another Expansion Pack. Therefore, once you look in the paper and are offered a job, if there are alternate methods to clear the job, you may decline the method offered and use one of the alternative methods. For example - you look in the paper and get Music and you want to lift Entertainment. There are three other methods available other than Rock Star; Late Night Film Actor, Showtime Singer and Ambitions Stylist. You can decline the Base Game job in Music but must immediately walk to register for the career or to the Rabbit Hole and get the job that has the alternate method. You must do this immediately and cannot wait. This is job-based so even if Military isn't clear you are allowed to do this.

      • There are additional restrictions on taking a University Life job as an alternate method because you have to have enough faction points to be offered the job.
        • If you are close to having enough faction points to get offered the corresponding job you may decline the job offered and immediately begin your "internship". Your internship is to work diligently every day to build enough faction points to get offered the job. You cannot get fired from your internship as it is free labor and the bosses like free. So until you can prove you are good enough to get paid, you have to work at it every day.
        • If you happen to get enough points to be offered a faction job and Journalism isn't clear, you must turn it down unless this was your internship.
        • If you already have enough points to get the job you may look at all the jobs in the paper (or computer if science is cleared) until the job is offered and get the job that way.

  • Sims who CAN lift restrictions (they all must live IN the household when they lift a restriction.)

    • The founder
    • The heirs - the sim born in the household who will carry on the bloodline.
    • Spares - progeny of the founder or heir, usually born after the next heir is born - who will not be allowed to marry and progress the blood line.
    • The spouse of the founder and of each heir after they have helped bring in the next generation.
      • If a spouse dies, you may remarry.
        • Only ONE spouse per generation may lift a restriction, regardless of how many spouses you marry.
        • You may not intentionally kill your spouse, unless they have lifted a restriction or they have become an elder (exception:Things That Go Bump human spouses if you intend to resurrect them as a ghost for breeding purposes). Bad spouse? Tough cookies sunshine, this is the Apocalypse, not kindergarten. :)
      • If the old spouse died before bringing in the next generation, any career they completed does not count as a cleared restriction.
      • A spouse is anyone in your household that your founder or heir was at one point married to. Your current spouse is defined as the most recent of such. To be specific - if you get divorced, or the marriage is otherwise ended (for example a ghost killing his spouse and then bringing them back as a ghost), they are still your spouse for challenge purposes.
    • Children of the heir or founder not born in the household, but brought in upon marriage of their mother
      • If they are married in BEFORE they turn teen they will be eligible to lift a restriction
      • These children can never carry on the blood line.
        • If something happens to the heir and you only have these married in bloodline children, you will lose the challenge. They can NOT act as spares.
    • Children of the heir or founder that follow you home in the Time Machine
      • If they arrive at your home BEFORE they turn teen they will be eligible to lift a restriction
      • These children can never carry on the blood line
        • If something happens to the heir and you only have these time machine children, you will lose the challenge. They can NOT act as spares

  • Sims associated with the household who can NOT lift restrictions

    • Adopted sims
    • Simbots
    • Mummies
    • Non-spouse Imaginary Friends who have been brought to life.
    • Zombies
    • Pets
    • Children NOT of the blood line who are moved in with a spouse
    • Any children of the blood line who live outside the household

    • Game Options Settings

      • Graphics, Sound, General Settings, Video Capture, Music, and Online
        • No special settings required. Set according to what your system can handle.
      • Life Span and Aging
        • Set your age to the following on day one of the challenge. It should equal 90 days. If you have a non human apocalypse, see special age spans in Occult Set Up - unless you are using a mod to remove aging multipliers for occult sims - in that case stick with the default settings below.
          • Baby 2 days
          • Toddler 4 days
          • Child 10 days
          • Teen 14 days
          • Young Adult 22 days
          • Adult 23 days
          • Elder 15 days.
          • See the Pets expansion information to set pet aging
        • Set aging as On at all times
          • Exceptions:
            • If your young adult founder starts the challenge with LESS than 23 days.
              • Sometimes the game will randomly take those days away. You are allowed to turn aging off for the number of days that were deducted from your sim so they will have a full 23 days as a young adult. Alternately you can temporarily increase the number of days for YA so that your founder is 23 days from Adult. Once your founder has their adult birthday you can change it back to 23 days for Young Adult.
            • You may have a floating 10 days with aging off if you need it because you would lose the challenge or want just a LITTLE more time.
              • Use this with discretion.
      • Free Will
        • Set free will at either Free Will High or Free Will Off. This is your setting for the entire challenge. No toggling back and forth.
          • If you decide to have free will on High, you may use mods to stop autonomous actions that are restricted.
      • Seasons and Environment
        • Set your seasons according to directions under Seasons expansion rules.
        • Enable all Weather options.
          • You may turn off particle effects for weather to avoid lag, but you MUST enable fog, snow, rain, hail, etc.
        • Set your Lunar cycle according to personal preference.
          • If you do not own Supernatural or you choose to set your lunar to a particular Non-full mode constantly, choose one day of the week to be your Zombie Day (every week, on that day, zombies roam the streets in large droves rather than in the small groups that make general travel hazardous).
          • If you set your lunar cycle to rotate, days with the full moon are your Zombie Days.
          • Zombie days require you to be inside your house by 8pm; you cannot leave until 6am the next day. Note that this restriction is from Paranormal; if those restrictions are lifted, you no longer have to stay home at night on zombie days.
      • Advanced Demographics
        • Set according to personal preference.
          • If you wish, you may opt out of the celebrity system for your house hold and turn off celebrities until such time you start the Film or Music careers.
    • Marriage

      • NOTE: The only way that you can add a new Sim to your household is through birth or marriage (ie the "marry" interaction to move in a spouse). You cannot ever use the "Move In" interaction, even on potential future spouses.
        • The only exception is for glitches (for example, if you Marry your spouse and they do not get added to your household, you may ask them to Move In, or use the usual mods to force them into your household).
        • You may only marry in a sim who will be bringing in the next generation (provided they don't die before hand)
        • If the married in spouse has dependent children and no one to leave them with in their previous household, the children HAVE to come with the spouse.
        • Children who follow you home from adventures in the time machine are allowed to stay. It is automatic and you can't kick them out anyway. If they are a child or younger they are eligible to lift a restriction but can never become heir.
        • If a spouse dies, you may marry another spouse as long as they are going to bring in an heir or a spare.
        • Only ONE spouse per generation may lift a restriction.
        • Spares may not marry in a spouse.
          • Exception - succession
            • The heir dies without having any children so the spare then becomes the heir.
        • Sims you can NOT marry at all
          • Service NPCs such as the maid, the repair man, the butler, the mail person, the social worker, bouncers, mixologists at bars or any other service type NPCs.
          • The Grim Reaper
          • Simbots
          • Paparazzi
          • Mummies
          • Zombies
        • Who you CAN marry
          • Regular townies
          • Location Merchants may be married in as they are taken from the general townie population randomly for random amounts of time. One day they may be a location merchant at the consignment store, the next day they may be working as a Mausoleum Clerk.
          • Former paper boys and girls (unless they have grown up to be a service NPC)
          • Sims of differing Supernatural persuasions. See Supernatural Sims rules for clarification.
          • Imaginary Friends turned real.
      • Married in spouses and clearing restrictions

        • If a sim who has topped out their career is moved in, that restriction category is immediately lifted upon the birth of the next heir or spare provided that sim is married to the current heir.
        • If their career has already been cleared, they may choose another category to lift.
          • Only ONE spouse per generation may lift restrictions, so if a second spouse has topped a career but the first spouse already lifted a restriction, then the second spouse's topped career will not count toward your clears.
      • Married in spouses and their inventories

        • Any item that is currently restricted must be sold immediately upon the spouse moving into the household
          • You may sell the items in a just married in spouse's inventory regardless of other existing restrictions. This is part of their dowry.
          • Exception - Vehicles:
            • If your spouse comes into the household with a vehicle, you MAY keep it if you don't currently have a vehicle on the lot, or if governing restrictions have already been lifted.
            • The vehicle must be placed on a car parking space and kept there when sims are at home and not using it.
          • Exception - Books:
          • If your spouse comes into the household with any book, you may keep it if you have a bookcase. Yes, this includes skill books.
      • NOTE: You are not REQUIRED to marry/move in the father of your heir/children. (Remember, your children must be BORN inside the household to make a lift.)
    • General Restrictions

      • If your family has broken any rule or restriction due to a rule change, you do not fail the challenge.
      • Objects that were allowed that are no longer allowed due to a rule change may be sold via buy mode without penalty.
      • If an object has no value, (such as newspapers, certain books, old homework or dirty dishes, or other 0 value objects), you may delete it, regardless of existing restrictions.
      • If you are playing with a mod that allows same sex reproduction, chose at the very start of the challenge (around Day 1) whether your heir or their spouse will be the ones acting as the carrier of the children. For the rest of the challenge you must stay consistent and do that for every generation.
      • If your sim gets a work or school opportunity pop up, they may not accept it unless its governing restrictions have been lifted OR it is an assignment to read a book, edit an article, or learn a recipe for their boss (if the recipe is supplied by the quest) or do something that is not restricted by existing restrictions.
        • Work assignments that are in the community are not restricted. Doctors that give immunizations during work hours, fire-fighters going to put out a fire etc. These are allowed.
      • Car parking spaces (and therefore cars) may ONLY be placed directly on the ground, because of the Athletic restrictions. You may freely carry cars once that is lifted.

      • Family Inventory rules:
        • Once sims put something in their family inventory, it stays there forever and may not ever be used again. You may never remove gifts recieved through the mail.
          • Exception – quest items, awards for completing skills and challenges, and career rewards
            • Career Items, awards, rewards and things purchased on vacation that automatically get placed into family inventory MAY be removed at any time but is not required.
              • If you place any of these items BACK into the family inventory, they must stay there and never be touched again.
              • Career reward items include things like the police car or the Minus 1 Kelvin fridge.
              • Skill and Challenge reward items include things like the Group Science Project you get from topping the Science Skill.
              • Purchased items include things like the Martial Arts practice dummy or the Nectary.
            • Quest items may be removed from family inventory ONE TIME as well, to progress the quest, and only if governing restrictions have been lifted.
              • Quest items include things like the broken shower or the broken stereo that you repair and return to your quest target.
              • These will be automatically removed from your family inventory upon successful completion of the quest.
            • Allowed items brought home from university or foreign adventures may be removed from Family Inventory and placed on the lot for use once their governing restrictions have been lifted.
              • Things like study aids or the nectar maker.
              • If you put them BACK into family inventory after placing them on the lot, they get sucked forever into the black hole and you will have to purchase a replacement item or return to college or the country you got them from.
        • NOTE: (Only required before lifting Criminal.) Every Monday, before paying the mob, you must delete everything in your Family Inventory. All resulting money will be given to the mob.

    • You may not keep anything you find rummaging in the garbage or dumpster diving that is still restricted. It must go into the black hole.
    • You must place any magic gnomes that spawn on your lot, or which you find exploring tombs or the arboretum, or that you receive in any other way, onto your lot. You may not sell them.
    • You may NOT age up sims days before their actual birthday with the Birthday Cake.
      • If sims are allowed to use the Birthday Cake or have a Birthday Party, they must do so on the day they would be aging up anyway.
      • The EARLIEST you may age up a sim is immediately after you get the message that the sim is having a birthday that day.
    • You may not have roommates except while in University living in the dorms.
      • If the game adds them automatically when you are not living in a dorm, use the phone or computer to turn off roommates and dismiss the one you get.

    • Cheats and Mods

      • Cheats or mods that give you an advantage over another player that doesn't use them are not allowed.
        • This includes mods to allow you to have more than 8 Sims in the household.
      • You are permitted to use Cheats and Mods and otherwise break rules to fix glitches, provided you remove any advantage the fix gave, if it was a huge advantage. So if you had to add a neighborhood Sim to the household to fix a glitch, make sure the money on hand is returned to what it was before.
        • You are not permitted to use Cheats or Mods to fix the glitches related to being promoted after midnight. This bug is most commonly experienced in the Criminal careers. The bug is not game breaking and does not stop your Sims from topping the career before they age to elder.
          • Bridgeport and any world labeled as a city causes shifts in schedules. This may affect what careers are affected by this bug. If careers beyond Criminal are now affected, you may still not use any mods or cheats to fix it.
          • See Criminal or Master Thief pages for specifics on this glitch.
        • Cheats:
          • Are only allowed to fix glitches or satisfy the rules
            • For example, you are allowed to use testingcheatsenabled on and family funds to fulfill Criminal's mob payments and to adjust your founder's funds to the appropriate amount.
            • You are allowed to delete derelict and abandoned cars you come across as these will not be deleted without a mod or player intervention. They will cause lag if allowed to remain in the world.
            • You are allowed to use cheats to fix glitches.
        • Mods – use at your own risk.
          • In general, mods are only allowed if they give no advantage to players who do not use the mod or they greatly reduce the chance of the save bugging out. Twallan's Story Progression is allowed only due to the poor nature of EA's Story Progression. Traveler is allowed due to its reduction of travel glitches. Both Traveler and Story Progression have other restrictions on them due to their functions outside of fixing EA's code.
          • Twallan's Overwatch users: You must not allow your Sims to continuously route fail if you allow Overwatch to reset stuck Sims. This resets their motives and gives an unfair advantage. A common occasion for continuous route failing happens when elder Sims try to use a turned fridge. Lock your fridge behind a door or get Retuner to keep Sims from autonomously cooking. This also can happen if you're caging Sims in order to kill them. The only solution here is to turn the stuck Sim check off.
          • You are allowed to use otherwise banned mods to fix a glitch. But you must remove the mod afterward.
          • You are allowed to use mods to remove Imaginary Friends or to remove the chances of your Sims getting Imaginary Friends.
          • Please see the Mods page for a detailed list of allowed and disallowed mods, if you intend to use mods while playing the challenge.

Ending Requirements

ENDING REQUIREMENTS


An "Ending Requirement" is a final task you have to complete before your challenge is officially over and awards no points. You must only complete one from the list. Choose wisely! Of course, you can 'work' on more than one...

"All You Bases Belong To Us" The household must own 10 residential lots worth at least $15,000 each with one worth at least $30,000 in the neighborhood.
  • Overseas, University, or Future lots are acceptable substitutes.

"Armageddon!" You must have every possible space rock in both a small and large size on your lot. If you manage to find a giant one, you don't have to have both a small and large of that variety.
  • Space Rock Listing:
    • Unusual Bellacite
    • Unusual Custerous Gossticite
    • Unusual Dukedite
    • Unusual Holmberic
    • Unusual Llamatite
    • Unusual Mazzadrayte
    • Unusual Pearsonite
    • Unusual Rodiekceous
    • Unusual Sporecite
    • Acapulcoite
    • Angrite
    • Ataxite
    • Aubrite
    • Branchinite
    • Carbonaceous Chondrite
    • Chassignite
    • Diogenite
    • Enstratite Chondrite
    • Eucrite
    • Hexahedrite
    • Howardite
    • Kamasite
    • Londranite
    • Lunar
    • Mesosiderite
    • Nakalite
    • Octahedrite
    • Ordinary Chondrite
    • Pallasite
    • Pearsonite
    • Rodiekceous
    • Rumuriti
    • Shergottite
    • Ureilite
    • Winonaite

"Look at all the Shinnies!" You must have every possible "Base Game" gem in every possible cut on your lot. Below is the gem list and cuts required.
  • Required Gems:
    • Blue Topaz
    • Smoky Quartz
    • Emerald
    • Ruby
    • Yellow Sapphire
    • Tanzanite
    • Diamond
    • Luminous Gem
    • Rainbow Gem
  • Required Cuts
    • Emerald
    • Oval
    • Pear
    • Plumbob
    • Marquis
    • Crystal Ball
    • Brilliant
    • Star Cut
    • Heart-Shaped

"Master Breeder" Your sim must start the challenge with a Cat or Dog and successfully breed it throughout the challenge having at least one pet left on the lot of the original bloodline.
  • You will need to place the Pet House on your lot in order to breed. It must be within the 8X8 area and is allowed to be placed on the ground. See the Pets page for breeding rules.

"Never Go Against The Family" During the course of the challenge, 20 non playable Sims not of the bloodline must die on your home lot.

"The Artisans" The household must be decorated with a masterpiece portrait of the founder and all heirs.

"The Dynasty" Every member of the household must be a level 5 celebrity with the exception of the founder. They must be level 3.

"The Jet-setters" The household must have acquired a total of 9 level 3 Visas in the course of the challenge. (Any one Sim can only get a maximum of 3).

"The Landlord" You must own 5 level 3 lots with one of the level 3 lots being the Big Park you started with at the beginning of the challenge.
  • The Big Park must be one you created per the starting requirements.

"The Singularity" The household must create and release 15 Sim Bots.

"The Writer's Guild" The household Sims must have written, collectively, a best seller in every book category in the list below.
  • Book Category List:
    • Children's
    • Drama
    • Fantasy
    • Fiction
    • Historical
    • Humor
    • Mystery
    • Non-Fiction
    • Romance
    • Satire
    • Science Fiction
    • Trashy

"This Time, Nobody Dies" The founder and all heirs must be alive to end challenge. "Look what we've done!"
  • This will likely require Oh My Ghost and Ambrosia.
  • All sims do not have to be on your lot...just alive...

"Thus Spake Zarathrustra" Your bloodline must contain two “Superman” sims - one male and one female sim - that have mastered 8 or more skills These two sims must be alive at the end of the Challenge.
  • You can revive them if necessary.
  • They don't have to live on your lot.





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EXPANSION SPECIFIC RULES
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WORLD ADVENTURES


All international travel will require the clearing of the following careers

The only sims that may travel are sims that have lifted a restriction. There just isn't time for vacationing with so much that has to be done. Your reward for lifting a restriction is a nice long vacation, but not before.

All restrictions still in effect apply to sims on international adventures according to what has already been cleared.
The calamity at home has spread around the globe and created chaos in distant foreign locals as well.This means that if you can travel to China, France or Egypt, you may have to be very canny about how you get around not sleeping on the ground if Naturalist is not lifted yet, or how you manage to keep fed, since you cannot buy food from stores and you may not store food in your inventory – not even adventure rations – unless those specific restrictions have been lifted. You CAN eat them as soon as you find them, however. You MAY also use shower in a can without any restrictions since it isn't dependent on city water supply, but you may not have more than 3 items in your inventory at any one time if you haven't cleared Athletic …. you get the picture.

NOTE:
If you are lifting Business using the World Adventures method, the above travel restrictions are suspended for the Sim attempting the lift. See Business for more details. You may also lift Alien Technology with the World Adventures method, but you must obey all normal restrictions in this case. (Of course, you may combine your Business attempt and Alien Technology attempt to take advantage of the travel restrictions being suspended. That's not an exploit, that's just clever).


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AMBITIONS


Ambitions brought with it professions and self employment opportunities that opened up game play in a new and exciting way. We can follow our sims to work and interact with them while they are on the job. The Professions are like careers as they have several metrics required to advance your sim, while self-employment measures only money earned for advancement. The five professions offer alternate clear strategies.
  • New Rabbit Hole Careers
    • Education
    • Updated Medical to allow sims to interact with other sims in the community and be Doctors
  • New Professional Careers
  • New Self-Employment careers
    • Angler
    • Gardener
    • Inventor
    • Painter
    • Photographer
      • Requires WA or UL
    • Sculptor
    • Writer



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LATE NIGHT


Late Night lets us experience clubbing and parties in a new way. We can visit everything from dive bars to exclusive lounges. We can also form a band with the different instruments now available and play in any of these venues as a self-employment career. Along with the late night scene, we can also build out celebrity reputation, bringing with it the good - opportunities for friendships, romance and other rewards, and the bad - paparazzi who will just not leave you alone. A professional Juice Bar has been added to the Party tab of the buy menu, and helps your sim build skill as a Mixologist. You can also be self employed as a mixologist, if you like. The Film Studio rabbit hole was added with this expansion, offering two branches with in the Film Career.
  • New Rabbit Hole Careers

  • New Self-Employment Careers
    • Sim Band
  • Vampires have been added to the game as a playable life state. Please see the specific rules for playing them.
  • Paparazzi are an annoyance added to the game with this expansion. Rules governing socializing with them can be found in Espionage.



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GENERATIONS

A new, short career is added with Generations - Day Care, along with many new objects, actions, and life events. This expansion can make the Apocalypse Challenge harder because of the non-cancellable actions that the game forces. (ie. graduation, scolding teens who miss school, etc.)
  • Day Care will be an Optional clear to give access to the new life time reward - Motive Mobile. This van maxes out your sims moods just by taking a spin around the block. See the Optional Lifts section for more info.
  • Amended rules affecting things like forced days off for graduation, marriage, etc:
    • The Master Thief restriction to quit your job due to pregnancy remains the same.
    • Other life events that force days off will require you to have a friends or higher relationship with your boss to keep your job.
      • Spouses just being married into the family will be exempt from having to know their boss or lose their job because of the forced days off due to the wedding. Since they were NOT controllable until you moved them in, you couldn't ensure they kept their nose brown ...
      • If you do not have a boss, then you must have a friends or better relationship with a co-worker.
      • If you have neither boss NOR co-workers, you must have at least 3 friends or better relationships with sims OUTSIDE the household.
  • Sleeping bags may not be laid out on the ground. They must be placed on a foundation or in a basement.
  • The cheapest set of bunk beds/loft beds may be used, and are a great space saver.
  • Age Freeze Lifetime Reward will not be allowed for the tournament.
  • Young Again Lifetime Reward will be allowed and is restricted by Paranormal and Medical.
  • You may use testingcheatsenabled true (or Master Controller, or similar mods) to burninate imaginary friends with extreme prejudice. You are not required to do so (but we will judge you if you do not).
  • If you choose not to remove imaginary friends from your game, they MAY be turned real once they reach Young Adult life stage.
    • They MAY be chosen as spouses but sims may NOT use romantic interactions on them before they have been turned real
  • You may purchase the Clone Voucher lifetime reward and the cloned child can lift a restriction, but can never become heir. It is restricted by Alien Technology.






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PETS

Pets brings some great new options, actions and fun to the game.

Rules For Owning Cats and Dogs
  • You may start the challenge with either a cat or a dog added in CAS to your household - just one pet.
  • You may purchase the cheapest food bowl and fill it once per day (restricted by Culinary)
  • You may not make Gourmet Pet Food (restricted by Culinary)
  • You are allowed to train your animal to hunt
  • You may not give your pet a bath, even for fleas, until Medical has been cleared.
  • Your pet is allowed one toy and one toy only from the pet toy crate until Business is cleared regardless of the number of pets in your household.
    • Buy the pet toy crate, take a single toy out of it for the kind of pet you have and then sell the crate back in buy mode.
  • You may not buy the cat Litter Box until Medical has been cleared.
  • You may not purchase or use the Kitty Tower (big, multilevel scratch post/sleeping platform) until Architect has been cleared. You can buy the small scratching post.

Breeding Cats and Dogs
  • If you want to breed your pet you may purchase the Low Country Living Pet House. It must be placed on the ground within your 8X8 area or inside one of your two levels (restricted by Politics and Symphonic). Once placed it cannot be moved until Athletics is clear.
  • You can breed your Pets the following ways:
    • Adopt a stray to breed with.
    • Breed with a neighbors Pet
    • Once your pet has Level 10 in hunting, call the Shelter and adopt (you can do this even if Business is not clear)
    • Dogs can be told to “Hunt for a Mate” but must be on a community lot
    • Adopt a Pet from a neighbor (restricted by Politics. Also restricted by Military and Espionage unless the neighbor is in your Network)
  • Adding a Pet if you did not start the challenge with one or your original Pet failed to produce an heir
    • Adopt a stray
    • Call the Shelter and adopt (Restricted by Business)
    • Adopt a Pet from a neighbor (restricted by Military and Espionage unless they are in your Network)

Rules for moving Pets out of your home
  • Use your phone to "Place Pet for Adoption." The pet you want to place for adoption must be 'adoptable' and have a sponsor. Why would anyone take them otherwise? Calls may only be placed on Monday or Thursdays until Communications is clear.
    • Your pet's sponsor is your Best Friend. In order to place a pet for adoption you need to have a unique Best Friend for each pet. (If you have two pets to place for adoption, you must have two Best Friends) Once Espionage is clear, your Pet no longer needs to have a sponsor. People are much more trustworthy.
    • Until Business is clear your pet must be a Level 10 Hunter or each pet must have at least 3 of the traits below:
      • Aggressive
      • Genius
      • Hunter
      • Loyal
      • Neat
      • Non-destructive
      • Quiet
  • When another family member moves out they can take one pet with them (restricted by Military).
  • Your pet dies of old age.

Rules For Owning Horses
  • Acquiring a Horse
    • Adopt a wild Horse (restricted by Politics - except for the sim attempting to lift Naturalist by the EXPERIMENTAL FAUNA method)
    • Purchase a horse from the Equestrian Center (restricted by Politics and Business)
    • Adopt a horse from a neighbor (restricted by Politics. Also restricted by Military and Espionage unless the neighbor is in your Network)
  • Riding a horse is restricted by Athletics.

Miscellaneous Rules
  • Elder restrictions apply to pets as they age (restricted by Forensics)
  • Pet Life Span - for dogs, cats AND horses
    • 2 days for baby stage
    • 25 days for adult
    • 7 for elder
  • You may not buy the bird cage or bird branch table or the various cages for small animals - nor may you stock them with any kind of bird or small pet until Naturalist is cleared.
  • The Unicorn may not be befriended or moved in to your family at all, ever.
    • You may not ask the Unicorn to bless you.
    • You may not have the Unicorn mate with any horses you own.






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SHOWTIME


    • While working as a performer, your sim must follow these restrictions:
      • You may not perform for tips off your home lot. - Restricted by Business and Espionage
      • You may only perform gigs if you get an Opportunity to do so. You may not ask a Proprietor to get a gig without the Opportunity. - Restricted by Espionage and Entertainment
      • You may only perform at outdoor venues. - Restricted by Entertainment
      • You may only leave your Network to perform work-related opportunities. You may not do anything else while there. - Restricted by Military
      • You may travel to performance venues to perform gigs, but you must leave immediately afterwards. Unless the venue is in your network, you may not travel there to apply for a gig, and must wait until it is offered. You may do this even if the scheduled performance is outside of the curfew. - Restricted by Military
      • You must always follow the curfew when doing your job. The only exception are scheduled gigs. - Restricted by Military
      • Sing-a-Grams may only be performed on household members and relatives unless it is a work order. - Restricted by Business and Espionage
      • Magician tricks may only be performed on household members or relatives except for performances. - Restricted by Business and Espionage
      • Gifts received from Sing-a-Grams must be placed into your family inventory and left there. - Restricted by Espionage and Entertainment
      • You may not compete at Sim Fests. - Restricted by Entertainment
      • If you completely miss a scheduled gig, you have to quit your job. - Restricted by Master Thief

  • ALL Showtime specific portal interactions are restricted by Entertainment, Paranormal AND Athletic; or their Showtime alternatives.
  • The chin up bar is unrestricted except that you may only have one until Business is clear.
    • The bar is larger than 1 square, so it can't be moved till Athletic is cleared
  • The Golf putter is restricted by Athletic
  • The Dusty Old Lamp is restricted by Paranormal
  • NOTE FOR SIMS 2 APOCALYPSE CHALLENGE PLAYERS:
    • In Pinstar's original TS2AC rules, you couldn't add Divas to your household as they were quite wealthy, and doing so was unbalanced. There are no equivalent Sims to Divas in TS3 - it is now a personality trait that does not have any effect on wealth. Sims with the Diva trait may be moved in as normal.








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SUPERNATURAL


This expansion brings us many fun, new ways to play the expansion - from choosing a founders occult status, to learning to make elixirs and read fortunes. There are several exciting additions for the player.
  • IF you decide to make an OCCULT type sim, please reference the rules for Playing Supernatural Sims and Occult Set Up for everything you need to know.
  • Fairy houses of any type are banned for the entire challenge; you may not purchase or use any such house.

There is a new Rabbit Hole Career option - Fortune Teller which has two branches, Scam Artist and Mystic.
  • Fortune Teller - Mystic will provide the main clearing option for the Paranormal category.
  • Fortune Teller - Scam Artist is the other branch of the new Rabbithole career and it is an alternate clear method for Criminal.




Playing Supernatural Sims


The Late Night and Supernatural expansions for The Sims 3 brought us the ability to play vampires and other supernatural beings. Seasons, University Life and Island Paradise each added a supernatural type as well, bringing the total number of non-human playable sim types to 8. The following rules govern how to introduce supernatural sims to your household and what supers you may start a challenge with.

Set Up

Should you decide to play an Occult Legacy, you may seed up to 30 sims of your occult type in your neighborhood at setup. You may also turn off any occult types you don't wish to see in your neighborhood.

Playable Supernaturals

  • Generations
    • Imaginary Friends
  • Island Paradise
    • Mermaids
  • Late Night
    • Vampires
  • Seasons
    • Aliens
  • Supernatural
    • Ghosts
    • Fairies
    • Vampires
    • Werewolves
    • Witches
  • Showtime
    • Genies
  • University Life
    • Plant Sims


Expanded Somewhere Over the Rainbow Rules and Basic Occult Rules

  • See Occult Set Up for specific rules on Occult Founder/Bloodline lifespan.
  • You may marry any sim of any supernatural persuasion.
    • Exceptions and conditions
      • GHOSTS
        • If you are playing any supernatural type OTHER than ghosts, you may not marry in a ghost until Paranormal restrictions have been lifted.
        • ONLY ghosts can marry in other ghosts at will from the start of the challenge.
      • MERMAIDS
        • If you wish to marry in a mermaid, you are restricted from doing so until Medical is cleared due to the impossibility of keeping them alive without access to a shower or bathtub
        • Keep in mind that if they don't swim often in a pool or an open body of water, they will turn into regular human sims.
        • Also keep in mind mermaids are hard to keep fed without kelp.
      • MUMMIES, SIMBOTS AND ZOMBIES
        • You may not marry Simbots or Zombies - they cannot reproduce
      • IMAGINARY FRIENDS
        • You may marry an Imaginary Friend however they must be Young Adult before they can be moved into a household and/or turned real. (Do this at your own risk)
  • You are NOT required to pass your legacy on to your founder's type if you choose to play Somewhere Over the Rainbow. This means you do not have to have children until your founder's occult type is born.
  • Mummies and Zombies outside the family (while in their occult state) are off limits for socialization through the entire challenge.
  • The Unicorn may not be adopted, nor may you have your horse sim mate with one.

SPECIAL CULINARY RULES FOR VAMPIRES
  • Upon starting a Vampire challenge or choosing to have your sim Turned:
    • Vampires must eat plasma fruit (or a meal made from it), drink from a plasma pack, or drink from a willing sim (including family).
      • Drinking from a willing sim does NOT count as your 1 meal of the day.
      • Willing sims (those sims your sim has a friendly relationship with) may only be invited over as per the Military and Espionage restrictions.
      • If Culinary has not been cleared, you must invite willing sims to your home lot in order to feed from them. You may not feed on community lots.
    • Founders are still restricted to quick meals prior to lifting hopelessness and moving in a spouse.
    • Pulling plasma juice out of the fridge counts as the family's one meal of the day.

SPECIAL RULES FOR PLANT SIMS
  • Upon starting a Plant Sim challenge or choosing to have your sim changed to a Plant Sim:
    • Plant Sims have unique reproductive requirements. Because of their vegetable nature they are able to induce limited fertility even in toxic ash.
    • All Forbidden Fruit must be cultivated indoors, with plant pots. Only seeds that have been created by WooHoo can be planted; you are not permitted to clone them or otherwise produce them "unnaturally". (These restrictions no longer apply once Naturalist is cleared).
    • Plant the forbidden fruit once your Gardening skill is high enough.
    • Plant Sims may plant, tend, and harvest Forbidden Fruit even before Naturalist is cleared.
    • You may have up to 3 gardening pots or 3 gardening rugs before Naturalist is clear. You may use these only to raise Forbidden Fruit until Naturalist is cleared.
    • If only have University you must clear a space within the 8x8 area to grow on the ground.
    • Until Naturalist is cleared, only Plant Sims may interact with the planted Forbidden Fruit. Other Sims may not even water them.
    • Use "Pick Forbidden Fruit" instead of "Tend Garden" to get a baby.
      • Note that producing a seed does not count as becoming pregnant, for purposes of restrictions such as Master Thief. This is one of the advantages of Plant Sims.
    • Only Plant Sim babies picked from the family garden may become the heir
      • Note that heirs (and spares) must be able to trace their lineage back through heirs to the founder. Therefore, only babies picked by the heir are able to lift restrictions, as if the spouse (or another household member) picks the plant, it will not show the unbroken descent to the founder in their family tree. Make sure your heir has time enough to pick his or her children personally!
      Plant Sims are not allowed to photosynthesize until Symphonic has been lifted.
      • Plant sims who are not Inappropriate (and thus able to bathe in the sink) must endure being dry unless they can find a convenient puddle from a broken sink indoors. They may not purposely try to re-hydrate outside in the rain or in rain puddles until Naturalist is cleared.


SPECIAL RULES FOR GHOSTS
  • The ghost urn does not count as an item in the backpack
  • Occult and human sims MAY socialize with any other playable sim type, except ghosts, from the start of the challenge
  • Ghost sims in the family may freely interact and socialize with other ghosts before Paranormal is lifted.
  • Ghosts MAY return to the Netherworld at any time.
  • You MAY NOT resurrect playable ghosts via ambrosia or the time machine event assuming you are are otherwise permitted to use these items.

SPECIFIC RULES FOR GENIE WISHES
  • World Peace (World Misery if Evil): Sims get a nice 3 day moodlet, and can forever talk about World Peace or World Misery to other Sims.
  • Resurrect Sim: With the remains of a Sim on your lot, this wish will be selectable and return them to life.
  • More Wishes: When running low, you can get a chance at more wishes. You should get at least one, which basically wastes your time but it's worth a shot.
    • Unrestricted.
  • Love: This lets you select any Sim you know and instantly makes them fall in love with your Sim. You can't select genies with this wish.
    • Unrestricted.
  • Long Life: Wishing for Long Life will add 30 days to your Sim's lifespan, so that they can stay in the current life stage longer.
    • Never unrestricted. Challenge long ban.
  • Large Family: Use this before your Sim attempts to try for baby and they will have triplets.
  • Happiness: This gives your Sim an Eternal Joy moodlet with no timer, meaning they will have its +25 boost forever.
    • Unrestricted.
  • Free the Genie: Requires friends status. After the completion of an opportunity the genie will join your household. Will not work if you already have a Special Opportunity in that slot, so clear it or finish the previous task.
    • Unrestricted
  • Fortune: Gives your household 100,000 Simoleons instantly.
    • Unrestricted
  • Beauty: Wishing for beauty will make your Sim forever more attractive to others, enhancing the success rate of any romantic interactions.
  • Banish Sim: Removes the selected sim from the lot you are currently on.
    • Unrestricted
  • Ensourcel Sim: Allows you to control the selected sim for 4 sim hours
    • Unrestricted
  • Magically Clean house/Sim: Cleans the house of dirty dishes and trash or raises the hygiene for the selected sim

SPECIAL RULES FOR ALIEN SIMS
  • The Founder must marry in an alien and have alien babies with them OR your founder must become alien pregnant
  • Each generation ONLY the most alien of your offspring may be the heir.
    • So long as your alien born sim is able to recombobulate devices, call meteors, and do other alien specific things, they are alien enough to be the heir.
  • Marry in only aliens or try to get your male heirs abducted and alien pregnant as much as you can
  • May marry only mundane humans and other aliens.
  • NOTE: At any point before Hopelessness is lifted, if your founder has not been abducted by aliens and made pregnant (or, for a female founder, if you have not found any aliens to breed with), you may switch to Knights of Genetic Purity without penalty. You must make your choice before Hopelessness is lifted; once Hopelessness is lifted, you are committed to your choice.



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SEASONS



General

  • At the beginning of your challenge, set your weather to 28 days of winter and disable spring, summer and fall
    • Once you have Symphonic cleared, you may set your seasons to no less than 14 days of winter and no more than 14 days of spring per cycle.
    • Once Naturalist is cleared, you may set your seasons how ever you wish
  • Sims may not use any igloos built on the ground, until Naturalist has been cleared.
  • You may not make snow angels or snowmen until Naturalist is clear.

Festivals

  • Going to Festivals is restricted by Military and Forensics.
    • Events at festivals will be restricted according to what they are - eating contests are restricted by Culinary, buying anything from booths, including getting your face painted, is restricted by Business, physical contests (water balloon fights, snowboarding competitions etc) are restricted by Athletic, and so on. If governing restrictions for an activity or interaction are not lifted, you may not do it.
  • You may NOT use the festival grounds as your Big Park. If your Neighborhood has no appropriate park that can be changed (See Set Up rules) you may choose any empty lot and create one yourself.
  • You are allowed to observe the holidays if your sim receives a day off for any of the seasonal festivals and you haven't cleared Master Thief yet, you do NOT have to quit your job because NO ONE in town is working that day.
    • You may not give gifts until Espionage is cleared.
    • You may not decorate for the holidays until Architect is cleared.

Gardening

  • There are new plants. Pumpkins are now available for Naturalists to grow in their garden
  • Gardening must be done in a "green house" you build in accordance with existing building restrictions until Naturalist is cleared - ie you MUST use a pot for your plants or create a "green house" enclosed area for your garden.
    • There are currently enough plants that will grow in pots to fulfill all the perfect plants for Naturalist that you will not have to grow any trees.
    • Pending testing, you may be able to do a ground level garden enclosed by walls and a lattice "roof" during the spring, and then you enclose it in a flat roof "tarp" for the winter, and thus be able to grow trees. You will not be able to plant new trees on the ground until spring and the "tarp" comes off.

Aliens

  • Alien sims may be befriended, romanced and married in to the family
    • Aliens may NOT summon meteors until Alien Technology has been cleared
    • A quest involving aliens, their space ship and their various abilities has been incorporated into a quest to lift Alien Technology.

Objects

  • Roller Skating Rinks, Ice Skating Rinks, Soccer Nets and Snow Board tubes are restricted by Athletics, Politics and Business.
    • All of the above must be cleared in order to OWN these things. Only Athletics is required to use them on community lots.
    • Owning your own snowboard that you can display on the wall will not be restricted
  • Use of Diving Boards and Water Balloon Arenas is restricted by Athletics, Medical, Politics and Naturalist.
    • All of the above must be cleared in order to OWN these things. Only Athletics and Medical and Naturalist are required to use them on community lots.

Occult Sims

  • Vampires MAY purchase and use the umbrella to avoid overexposure to the sun.
    • Yes I know this makes playing vampires that do NOT have seasons more difficult.
    • No I'm not going for equivalency based on what expansions you may or may not have.
  • Occult sims may not play with the weather Tiki stone until Military and Naturalist has been cleared

New Interactions

  • Ocean Swimming is restricted by Athletics, Military, Medical and Naturalist
  • Sims may not splash in puddles or play in the rain until Medical is cleared
  • Building Igloos and having snowball fights is restricted by Athletics.
    • Sims CAN play in the snow and ice skate (once Athletics is cleared), however, since it's not making them all wet.
  • If your sim is ill, has allergies or a sunburn, they may not take time off work unless Master Thief is cleared.
  • The daylight changes according to the season but will not affect hours a sim can be out.
  • You may not place the seasonal lot marker on your home lot until Architect is cleared (automatic decorating)
  • On full moons, sims MUST be inside by 8pm and they may not leave the house again till 6am. This is to avoid the zombie spawn.
    • If a sim needs to go to work, or is coming home from work or they are staying an hour after work for a work related opportunity, they are exempt from this rule, but they must come directly home as soon as work or the opportunity is finished.
  • You may write one love letter a day to any one sim you know before Journalism is cleared. After clearing Journalism, you may write as many love letters as you wish.






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University Life

  • Roommates are only allowed while your Sim is in University and living in a dorm. You may not have roommates in the main neighborhood or if you are not living in the dorms at University.
    • If the game adds them automatically when you do not fit the above requirements, turn off roommates using the phone or computer and dismiss the roommate.
  • You can send your founder to college (Higher Education advantage).
    • A single term is 1 week long. You can take between 6 and 18 credits per term. If you go to college for two weeks, you are taking two terms (12-36 credits at a time). Founders are limited to 4 terms total at university (each term is one week long), unless they graduate early (you cannot return for another term once you graduate).
  • After your founder, any subsequent sims who go to University will be under FULL apocalypse restrictions for any categories that have yet to be cleared in your game.
    • Restrictions you must lift to send family members to University after the founder has returned.
    • Until all University restrictions are clear, no one may upload their resume.
  • The founder and all subsequent sims MUST live in one of the 3 dorms on campus.
  • You are allowed to edit the University neighborhood before you create your founder.
    • The dorm may have up to 5 levels even before Architect is lifted.
    • Modify a dorm so that it has the following study aids and skill building objects available for all residents. You are allowed to bring any of these home as part of your 3 items.
      • Brain Enhancement Machine
      • Anatomy Skeleton
      • Mobile Radio Station
      • Business Planner
      • Easel
      • Guitar, Drums, Base and Piano
      • One Chin Up bar and one radio to work out to
      • 2 desk top computers (no more than that)
      • Two book cases in a public area
        • The Classically Tasteful Literature Shelving - toddler books
        • The Book Corral - skill books
      • A Science station
      • 2 vehicles of any type
      • NOTE: Apart from the above, your dorm should conform the restrictions of the challenge (for example, no beds with higher than Well Rested 1/Energy 4, because of Paranormal). If you are using the How much time do I have? advantage, you may place whatever items you wish.
    • You may modify the Student Union so it has a Brain Enhancing Machine too, if you wish
      • This will require the following cheats to unlock the lot for editing
        • testingcheatsenabled true
        • enablelotlocking true
      • Once the lot is unlocked, click on it in Edit Neighborhood mode and click the lock icon in the information panel to open up build/buy for that lot.
    • The Large Group Science Project lot must not be modified (ie, you can't set up tomb triggers to lock the doors and you can't reset the lot type to no visitors).
    • If you are playing with Seasons, set the seasons all to Winter.

  • HIGHER EDUCATION start
    • Create your founder as you normally would and put them onto your apocalypse lot. (Remember to decrease your total cash to $8308 after landing on your lot.)
    • Choose your starting lift. If you have chosen the handicap I'm sorry, you're overqualified, roll for your job as per the rules in Advantages and Handicaps.
    • Choose a Major based on your chosen career.
      1. Business (Criminal, Business and Education)
      2. Communications (Fortune Teller, Journalism and Politics)
      3. Fine Arts (Culinary, Music and Film)
      4. Physical Education (Professional Sports)
      5. Science and Medicine (Science and Medical)
      6. Technology (Military and Law Enforcement)
    • Wait for the mascot to show up on your lot and then take the aptitude test.
    • Use your smart phone to go to University. (You are allowed to do this even if you took What Are Cellphones? handicap.)
    • At the end of each term, when you return to the home neighborhood after Final Exams and before you receive your degree, you may re-take the Aptitude test to get a discount on your next term in school.
    • You may not bring anything with you until you graduate.
    • By default, when you attend university, the Apocalypse rules apply, except where modified as follows:
    • Attending University
      • Enroll your sim for either 1 or 2 terms at a time for as many credit hours each term as you wish
      • You may only go to University for a maximum of 4 terms (less if you graduate early).
    • While at school:
      • Choose one of the three On Campus dorms.
      • You may not choose the Sorority or the Fraternity, nor may you take any of the rental houses.
      • You ARE allowed to use the Science Research Station and the Group Science Project at University.
      • You may use the Cerebral Enhancer to improve 1 skill per day, to a maximum of 3 skills total by 5 points each.
      • You may take as many skill boosting classes as you want, assuming you can pay for them.
      • There is no curfew on campus, except on full moon days. On days of the full moon, you must be inside your dorm by 20:00 - (8:00)
      • You may freely go to any place on campus but may NOT go off campus. See picture below for the campus boundaries - Inside the green area is the campus - outside the green area is prohibited except for going to classes that are held there. The green area is considered your Network while at Uni. Uni Can Go.jpg
      • If you wish to visit another dorm, you must be Friends or higher with at least one of the residents.
      • You may dumpster dive in any dumpster on campus.If you are trying to lift Alien Technology, this can be a useful way to find bugs, metals, and gems.
      • If you find any furniture that is allowed by the Apocalypse restrictions, you may use it and even bring it home as one of your 3 items if you wish.
      • Any gifts you receive in the mail must be left at the dorm before you leave university; if they are allowed by the starting rules, you may bring them home as one of the 3 items.
      • Sims at University pay a protection fee of 100 Simoleans per day per controllable Sim in the campus household to the mob (see Criminal), payable on the day you return home each term before your leave University (capped at $600 per sim.)
      • You MAY lock your Sims dorm room to keep dorm mates out, and you MAY set permissions to allow selected Sims into your room.
      • You MAY read and study from your textbook.
      • You may not WooHoo while at University. (Fraternisation is strictly controlled).
      • You may not prepare food at all. You may only eat what your room mates prepare. Note that if they prepare salad, you MAY each it (the Military are permitting the students to use some of their fresh greens).
      • You may not purchase or obtain food from vending machines, nor may you take them from the Meet and Greet table at the start of your term (as Culinary rules are in effect, so you may not have food in your inventory).
      • You may not purchase or obtain food or drink from the Barista bars.
      • You may not sleep in class.
      • You may not skip class, lectures, or labs.
        • If you completely miss a class, you will be expelled immediately and not permitted to return.
        • If you wish to keep the Graduation Gnome in your family inventory for scoring purposes, you are allowed.
      • When you return back to the neighborhood upon the completion of your 1 or 2 week terms:
        • Immediately re-enroll in University, if you choose to complete your degree.
        • You may NOT start building your house until you either graduate or drop out of the University and you may not bring anything with you until you graduate or drop out.
      • You have finished going to University when the following conditions have been met:
        • You graduate.
          • If you graduate in less than 4 terms, you cannot return to University. We suggest do not overload your credits; 4 terms of a light load is more skilling time - just saying.
        • You complete a 4th term. Even if you have not yet graduated, that is the maximum.
        • You no longer wish to return. Obviously you are not compelled to graduate or have the full 4 terms, if you do not wish to.
  • HOW MUCH TIME DO I HAVE? Start:
    • If you are playing with the advantage How much time do I have?, then all Apocalypse restrictions (including those listed above) are suspended until your University time is complete, with the following exceptions:
      • You may not build until you graduate or drop out
      • You may not purchase any Lifetime Reward objects that are restricted by any of the Optional Clears.
        • You may, however, freely purchase any other Lifetime Rewards.
      • You must still live in a dorm, rather than a fraternity or rented house.
      • You are still limited to a maximum of 4 terms (or less if you graduate early)


  • COMING HOME FROM UNIVERSITY
    • For Founders: Immediately upon receiving the 1 hour notification for returning back to your home neighborhood during your last day on campus (you have received your diploma or you will not be returning to do so)
      • Pay the protection money to the mob
      • Reduce your family funds to either $8308 or 10% of your total balance
      • Return to your home lot, build your shelter and buy any skill or toddler books you wish.
        • This is the first day of your challenge. Be sure to note the day and week you begin this day.
      • Finally walk to the required rabbithole to apply for the job you picked (or rolled for) at the beginning, and proceed with the challenge as normal
    • For Future Generations: Immediately upon receiving the 1 hour notification for returning back to your home neighborhood during your last day on campus (you have received your diploma or you will not be returning to do so)
      • Pay the protection money to the mob if Criminal is not clear
      • Walk to the rabbithole to get your job or upload your resume if Communications is clear.
    • What you may bring home and when: (for founders - future generations also have to abide by any restrictions still in effect)
      • You may bring home 3 items from University (ANY two items and your Diploma)
      • One of your three items MUST be your University Diploma if you have graduated.
      • Books: One book counts as one item.
        • You may bring home any skill books from the two book shelves in the dorm.
        • You may bring home any other books you find in unusual ways (through an opportunity, from fishing, dumpster diving etc.).
        • You may bring home your study books (the texts you study from for your major).
      • You may bring home one vehicle that is parked at the dorm.
      • You may bring home ANY of the study aids, the science station or the group science project (they may be restricted and unusable by future sims, but you can bring them home), again, put it in family inventory.
        • It must be placed upon landing back in the home neighborhood.
      • If you have earned it, you may bring home the group science project. It must live in your family inventory until Politics is cleared.
      • You may bring home any furniture you wish. Again, it must be placed upon landing back home.
        • Objects like treadmills, bench presses, ovens, stereos and musical instruments, comfortable beds, etc., will still be restricted.
      • You must leave all collectibles, seeds, plants, research samples, and other such things at your dorm.
        • These will not count towards your collection goals.
      • If you had any gnomes spawn that you want to keep in your family inventory for scoring purposes, you may do that. They do not count against your 3 objects.
      • NOTE: If you have selected the Big backpacks advantage, you may bring home 5 items rather than 3, within the restrictions above. See Advantages and Handicaps.
      • If you own Seasons, upon returning to the home neighborhood, set your seasons to winter all the time.

Alternate Clear for Alien Technology

  • NOTE: If your sim narrowly escapes being hit by a meteor while at University, they can take said meteor to the School of Science for testing. This will allow you to skip one of the steps marked with Meteor.PNG symbol of any method of Alien Technology lift.

  • While still at University:
    • Meteor.PNGTop Science, Handiness, Logic, and Gardening skills.
    • Meteor.PNGDo following:
      • Analyze 1 rock, 1 plant, 1 fish, and 1 insect that you have found, collected, or harvested yourself to create samples.
      • Use the Science Research Station to create:
        • 3 Super Spice plant sim cures (herb experiment)
        • 3 Plasma Bugs (radiation experiment)
        • 3 perfect Empanadas (horticulture experiment - you may eat these even if Culinary has not been lifted.)
        • 3 Forbidden Fruits (DNA experiment on seeds)
    • Meteor.PNGUse the large Group Science Project located on campus and activate the White beam.
      • You CAN do this with the group science project outside the Science building on campus - but it's tricky dealing with other sims coming in and "helping" because you cannot see what progress their contribution is making.
      • You may NOT do this with the group science project you receive as a reward for topping the Science skill.
    • Meteor.PNGDo following:
      • Turn yourself into a Plantsim with a Forbidden fruit.
      • Cure yourself of being a Plantsim with the Super spice.
    • Meteor.PNGWhen you return home from University:
      • Place the Science Research Station on your home lot and obtain three DNA Samples from sims once you are back in the Neighborhood.
        • This can be done by the founder - the station has JUST enough battery life to finish these DNA samples and one other operation and then it may not be used again until Science has been cleared.
        • If you have vampires, werewolves, genies, mermaids, witches, aliens, or fairies in your game (that is, you own Seasons, Supernatural, or Island Paradise, and you have not turned occults off), one of your DNA samples MUST be from an alien, a mermaid or a supernatural sim.
      • Use your Science Research Station to clone ONE of your DNA samples and produce a newborn. There is only enough juice left to create ONE child.
        • You are allowed to wait to do this till after you have cleared your founder's career.
    • Raise the resulting child as your own. This child is allowed to lift a restriction but they may never be eligible to be the heir.
  • Some notes on this
    • You MAY bring the Big Science Project home from University, but it may not be placed on the lot until Alien Technology and Politics is cleared. It takes up a 9x9 area. You ALSO may not even USE the thing until Science is cleared.
    • Please note that if you do bring the Group Science Project home, it takes up one of the slots of things you can bring back with you - so you would have to leave something else out that you would be able to use right away.
    • You may also bring home the Science research station, again it takes up one of your three items. You are not allowed to purchase the Science station from the buy menu until Science is cleared, once you reach the home neighborhood.
    • You can start this at University and do most of your collecting, sampling, and experimentation while on campus.
    • If you do NOT do this with your founder while on campus, you MUST have Science, Politics, and Military cleared, and be actively working on Naturalist to start it.
      • Once you have a sim working on Naturalist, you may copy the Science Project community lot from the University and place it in your neighborhood, preferably near the science rabbit hole. Set the lot as a large park.
      • You may ONLY use this community lot science project to achieve the White Beam. You may not place or use any Group Science Project items that you have in family inventory until Alien Tech. has been cleared.


Plant Sims

  • Upon starting a Plant Sim challenge or choosing to have your sim changed to a Plant Sim:
    • Plant Sims have unique reproductive requirements. Because of their vegetable nature they are able to induce limited fertility even in toxic ash.
    • All Forbidden Fruit must be cultivated indoors, with plant pots.
    • Only seeds that have been created by WooHoo can be planted; you are not permitted to clone them or otherwise produce them "unnaturally". (These restrictions no longer apply once Naturalist is cleared).
    • Plant the forbidden fruit once your Gardening skill is high enough.
    • Plant Sims may plant, tend, and harvest Forbidden Fruit even before Naturalist is cleared.
    • You may have up to 3 gardening pots or 3 gardening rugs before Naturalist is clear. You may use these only to raise Forbidden Fruit until Naturalist is cleared.
    • If only have University you must clear a space within the 8x8 area to grow on the ground.
    • Until Naturalist is cleared, only Plant Sims may interact with the planted Forbidden Fruit. Other Sims may not even water them.
    • Use "Pick Forbidden Fruit" instead of "Tend Garden" to get a baby.
      • Note that producing a seed does not count as becoming pregnant, for purposes of restrictions such as Master Thief. This is one of the advantages of Plant Sims.
    • Only Plant Sim babies picked from the family garden may become the heir
      • Note that heirs (and spares) must be able to trace their lineage back through heirs to the founder. Therefore, only babies picked by the heir are able to lift restrictions, as if the spouse (or another household member) picks the plant, it will not show the unbroken descent to the founder in their family tree. Make sure your heir has time enough to pick his or her children personally!
    • Plant Sims are not allowed to photosynthesize until Symphonic has been lifted.
    • Plant sims who are not Inappropriate (and thus able to bathe in the sink) must endure being dry unless they can find a convenient puddle from a broken sink indoors. They may not purposely try to re-hydrate outside in the rain or in rain puddles till Naturalist is cleared.


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INTO THE FUTURE


The Apocalypse now threatens not only your own world, but the entire future history of the Sims! Can you avert disaster and restore the utopian future for your descendants?

SET UP

When you start the game, a time portal will be placed on your lot.You may not touch it. It falls under all the usual restrictions; in order to move it at all, you need to lift Athletic; to put it on the roof would require Architect, etc. However, as you didn't place it, it need not be in the 8x8 area despite Politics. It is considered "weather resistant" if you have Seasons (you need not put a roof over it). You may not interact with the portal until you are able to travel to the future (see below).


TRAVELING TO THE FUTURE

Travelling to the future is not considered "normal" travel; you do not have to clear Politics, Espionage, or Forensics to travel in time. Traveling to the future is restricted by Alien Technology. Any methods open up future travel for your sims. There is an ITF method to clear Alien Technology but you are not required to use this method.

LONG LIVED SIMS

Unlike travel to University or World Adventures locations, your Sims do age in the future. If you have a Sim with an extended lifespan note that the usual rules for long lived Sims apply. See Supernatural Sims for details.


NEW CAREERS

The new career Astronomy has two branches that can be used in the alternative Alien Technology lift.

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Store Content


EA has given us the opportunity to add to our games and individualizing them even more with premium store content that adds new interactions and animations. Some of this content really doesn't affect the challenge at all, while other sets impact it a great deal. This section details the sets and objects that have any impact on what you are allowed to do and when during the challenge. This will be updated frequently as feedback about this content comes in from players. I personally do not own most of these, more's the pity, so I will depend on all our readers to keep me up to date on them.

WORLDS:


All EA created store Worlds allowed for your challenge. Note that there are Venues included in some of these Worlds that have their own restrictions and listed below.

VENUES:

All venues are restricted by Military, as well as any additional restrictions as noted below. Note: Your sim must adhere to all other active restrictions while visiting any venue.

Al Fresco Street Market

Business as Usual Bistro

Gothique Library

  • Restricted by: Journalism
    • The venue may be placed at the beginning of the challenge in place of the existing Library

Grandpa's Grove

Grim's Ghastly Manor

  • Restricted by: Paranormal
    • The venue may be placed at the beginning of the challenge. Note that replacing the graveyard in EA worlds may cause glitches in your game.

Le Cinema Plumbob

Olympian Physique

Prism Art Studio

Regency Arcade

Serenity Retreat

Skylight Studio for the Performing Arts

Stones Throw Greenhouse

The Boardwalk

The Duke of Bows Renaissance Faire

The Golden Ticket Toy Shop

The Lucky Simoleon Casino

Tiny Prodigies Early Learning Center



PREMIUM STORE ITEMS:

Store items not specifically listed here are covered by existing restrictions, as they offer no additional significant interactions- ie: Warbling Wind Chimes is covered under Architect, as it is a decorative item, Aims Co Choc-O-Falls Fountain is covered by Culinary and Science as it is an appliance that makes food.

RESTRICTIONS:

Armored Black Dragon

Green Dragon

Purple Dragon

Red Dragon

Head Start Playpen

Local Motion Toddler Walker

MultiTab 6000



The following items have standard restrictions applied

Artisan's Glassblowing and Jewelry Making Station

Atomic Jack Planet Attack Pinball Machine

Auto-Noms Automatic Pet Feeding Station

Barrier to Entry System

Classic Gumball Machine

Dead Man's Hand Poker Table

Door of Life and Death

Fowl and Feathers Chicken Coop

Fruit and Veggie Stand

Gift of Speech Baby Monitor

Grandpa's Grove Tractor

Hit 'em Harder Blackjack Table

Hot Air Balloon

Infinite Zen Massage Table

Lady Ravendancer Goth's Book O' Spells

Laganaphyllis Simnovori (aka The Cow Plant)

Lemonade Stand

Leon's Fountain of Youth

Let it Ride Roulette Table

Lord Vladimir's Magic Cauldron

Malleable Mimic Voodoo Doll

Milkin' It Dairy Corral

Plants vs. Zombies Sunflower

Savvy Seller's Collection

Sharper Sim Foot Massage Chair

Sharper Sim's Super Sleeper

Sky High Roller Coaster Cart

Solace Snugabunny Deluxe Baby Swing

Soothsayer's Crystal Ball

Steam-It-Up Sauna

Stiff as a Board Dance Floor

Surf's Up Sun and Fun Wave Station

SwiftGro Gardening Station

The Hypnotizer

The Not So Routine Machine

The Titanic Toy Machine

Tree of Prosperity

Triple Riches Slots O'Jackpots Slot Machine

Wishing Well





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CATEGORY RULES
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HOPELESSNESS


METHODS

  • BASE GAME
    • Prerequisites - NONE
    • “It is better to light a single candle than to curse the darkness.”
      • Lift one of the required restrictions

The physical effects of the nuclear winter are clear, but it is only half of the devastation. The damage to the population’s mindset and willpower has also been great. People are starting to give up hope and despair has begun to set in. People have no motivation to band together or leave the shelters they have made.

  • You cannot marry in any Sims at all until this has been cleared.
    • Remember that you cannot move in any sims except by marriage - you may not use the "Move In" interaction.
      • There is a glitch where your active Sim asks an inactive Sim to marry them, they say yes, and then they don't get moved into the family. If this happens, you may use the Move In command.
  • You may not buy ANY lifetime rewards with points at all.

Once your founder or a decedent of the founder reaches the top of a career, (ANY of the careers available to the founder, it doesn't matter which), he or she shows the region that the worst is over, and that things can and will begin to get better. A few Sims are even willing to risk traveling the streets to be with the regions new and only ray of hope. You may marry in spouses for your founder and future heirs and redeem reward points (within the restrictions that have been lifted). You are still restricted to moving in only those who will contribute to the next generation.

LIFETIME REWARD RESTRICTIONS
  • Change of Taste
  • Nerd, Rebel and Jock Influence
    • NOTE: once Hopelessness is cleared, you may only purchase a total of 5 points in any given faction group. However, before you can buy even one point, you must earn a point in that faction group. So Sarah Simily has joked and interacted and made friends with two sims from the Rebel social group and she gets a point in Rebel faction. She may now purchase one point of rebel faction. But she may not purchase another point until she has earned her next point by interacting with rebels or doing things that build rebel faction. If she looses a point of faction, she has to earn it back before she can buy another point.

Note: Even after Hopelessness is lifted, and for the rest of the challenge, you are still restricted to moving in (via marriage - not the Move In interaction) only those who will contribute to the next generation. That means Spares may not marry anyone in unless THEY become the heir or unless something happens to the heir's children and the heir and his/her spouse are too old or incapable of having more children. i.e. the old heir dies and all their children also die. The old heir's spouse cannot remarry and continue the legacy because they themselves are not part of the blood line (unless they marry the spare). The spare must step up to the plate, get married and continue the bloodline. That is, of course, if the spare still lives on the lot and is capable of continuing the bloodline. If there is no spare and all heirs die – the challenge ends.
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ALIEN TECHNOLOGY - Optional Clear


Sim City has been using Alien Technology for over a decade, gained from the crashed remains of an alien saucer. When the labs and factories that held this technology were destroyed in the blast, the secrets of their manufacture and operation were lost.

The sim(s) attempting to lift Alien Technology may lift another restriction.

METHODS

  • BASE GAME: NECESSITY IS THE MOTHER OF INVENTION
    • Prerequisites - None
    • "Where did THAT come from?"
      • Sims remember the fantastic devices of yesteryear, though few know that this technology was granted by friendly aliens to improve the lot of all simanity. The government lost contact with the aliens, but now they want YOUR family to re-establish a conduit of communication, and thus technology, that will pull the whole region out of it's desperate straits.
      • With a single sim:
        • Meteor.PNGWork the Science, Military, Medical and Law Enforcement careers to Level 4
          • If Science, Military, Medical, or Espionage are not already cleared, you may go ahead and clear that restriction at this time using the base game method.
        • Meteor.PNGMax the Athletic, Handiness and Logic skills.
        • Meteor.PNGClear the Handiness Electrician skill challenge.
        • Meteor.PNGChoose one of these two options:
          1. Collect 16 unique types of space rocks OR
          2. Collect a giant space rock (any kind), a rainbow gem, a pink diamond, plutonium, and palladium.
          • Tour the Science Facility, the Military Base, and City Hall with the collectibles in your inventory. This one sim is allowed to do this even if Athletics is not cleared.
  • It was all hush hush, of course. The Sims In Black recruited YOU, an extraordinary sim from your family who has proven their metal in xenobiology, technology research, and special ops training. Your sim combines the minerals and metals in a unique way with the space rock and, with collaboration from the Military and the medical establishment, with the blessings of the government, you use the science facility to synthesize a self-replicating, sub-modulating, transphasic, hyperquantum, biogenic transceiver that downloads, stores and perpetuates all the data from an old, Pre-cataclysm satellite in orbit. You restore contact with far flung galactic alien sims and your family is rewarded with free access to the amazing alien devices that are now able to flow from far flung interstellar civilizations! Congratulations!


  • WORLD ADVENTURES
    • Prerequisites: World Adventures Expansion.
    • "Do you think the fact that I am faster, or stronger, has anything to do with my muscles in this place?"
    • The world is older than anyone ever realised, and this is not the first Apocalypse it has endured. The last one was lost to history, but the clues are scattered all over the world - including ancient secrets unknown to even pre-Apocalypse science. The keepers of these secrets will not give them up easily, but a clever and persistent traveler might persuade them to reveal what they know.
      • Meteor.PNGThe household must have 5 unique perfect nectars.
      • Meteor.PNGEither a Sim of the bloodline must meet a Mummy, or else the household must have 30 unique Egyptian artifacts.
      • Meteor.PNGThe household must have a constructed sarcophagus or diving well.
    • Note that attempting to lift this restriction does not suppress any other restrictions. It is possible for you to find all of the required items at the consignment store. However, you will find it useful to lift Espionage, Military, Naturalist, Politics, and Symphonic (though see the Business Multinational Conglomerate method), as these will enable you to travel and make nectars rather than have to rely on lucky consignment store appearances.
      • Note that you will need to clear Business to shop at the consignment store, and Military if the consignment store is not in your Network.
    • Note also that these requirements need not be met by a single Sim, but can take place over the life of the entire challenge.
  • Once you complete all these requirements, the elders of China, Egypt, and France reveal the portions of a map that each has been entrusted with. Using the combined directions, you locate a cache left by the previous Apocalypse survivors, with full instructions for construction and maintenance. Alien Technology is lifted for your family.


  • AMBITIONS
    • SURVIVE A METEOR STRIKE -
    • Prerequisites - Ambitions Expansion
    • "It's a BIRD! It's a PLANE! NO!!!! IT'S A ROCK!!! RUN!!!!
      • If your sim narrowly survives being hit by a giant meteor, or is present with a surviving family member when another sim of the household is struck by the meteor, a sim from the family can collect the meteor and either tour the Science Facility or go to work in Science career with the rock in their inventory. (Note that if you don't have Science Facility in your Network, you can't take a tour until you lift Military.) If they are at the University, taking it to School of Science also works.
      • While this alone won't earn you the Alien Technology lift, it can substitute any portion of your other lifting methods that is marked with Meteor.PNG symbol. It's up to you which part of your lift you will use it for.


SEASONS: THE ALIEN BABY
Prerequisites - Seasons Expansion
  • "You're pregnant with WHAT?"
  • The Aliens have come back and are experimenting on neighborhood sims again. An innovative and proactive sim decides to turn the tables!
    • There are two ways to start this method, depending on if the sim doing is female or male.
      • A male heir or a spare must get abducted and come back from the abduction alien pregnant and choose to keep the baby when prompted.
      • A female heir or a spare must get impregnated via normal woohoo from an alien visitor that is NOT married into the family.
    • If the sim who bears the alien baby is the founder or an heir, the alien baby may become the family heir, may lift another restriction once Test Subject is completed, and they may carry on the blood line.
    • If the sim who bears the alien baby is a spare (and never becomes the heir) the alien born sim may NOT lift any other restrictions.
    • When the alien baby grows up to Young Adulthood:
      • They must abduct an alien (befriend an alien and invite them to move in) for 7 days.
        • This alien may not do anything except upgrade the ship to allow for galactic exploration.
        • At the end of 7 days, the alien escapes with their ship (kick the alien out and move the ship to Family Inventory, never to be removed again.)
        • NOTE: If the kidnapped alien dies, the Alien Baby may still complete the remaining steps and lift Alien Technology, as long as the kidnapped alien was able to finish the upgrade first. It is suggested that the instant you kidnap the alien, have the alien baby use "Set Preferred Vehicle" on the space ship, in case the kidnapped alien dies and takes it with him! Regardless of whether or not the kidnapped alien lives, you still must get rid of the space ship 7 days after he was "abducted".
      • Meteor.PNGExplore the cosmos - you have one sim week from the appropriation of the ship (the time between abducting and moving in the alien and kicking them out) to accomplish this step.
        • Take at least one trip to the Moon, the Alien home planet Sixm, and the Asteroid Belt.
        • Bring back at least 2,500 simoleons worth of gems, metals, meteors, and other items from your explorations.
          • You MAY smelt the metals, cut the gems, and analyse the rocks to increase their value before counting it towards the 2500 simoleons.
      • Meteor.PNGGet a job at the Science Facility as a Test Subject and reach level 3 in that part time job with your alien offspring.
        • You may get this job regardless of other restrictions in place that would otherwise prevent you from getting it.
        • Role Play - The Sims in Black come and take you to the science lab to be a test subject.

  • SEASONS: MARRY AN ALIEN
    • Prerequisites - Seasons Expansion
    • "Who said alien love was all bad?"
      • The founder or heir must meet, fall in love with, and marry an alien.
      • Meteor.PNGThe alien spouse must get a job at the Science Facility as a Test Subject, and reach level 3 in that part time job.
        • You may get this job regardless of other restrictions in place that would otherwise prevent you from getting it.
        • Role Play - The Sims in Black come and take you to the science lab to be a test subject.
      • Meteor.PNGThe alien spouse has one week, using their own space ship, to explore the cosmos.
        • Take at least one trip to the Moon, the Alien home planet Sixm, and the Asteroid Belt.
        • Bring back at least 2,500 simoleons worth of gems, metals, meteors, and other items from your explorations.
          • You MAY smelt the metals, cut the gems, and analyse the rocks to increase their value before counting it towards the 2500 simoleons.
        • At the conclusion of the sim week, the alien space craft must be parked in the Family Inventory and may not be taken out again.
          • You use up all it's fuel in your explorations and it becomes a large paper weight.
      • An alien baby is NOT required to successfully complete this method.
      • The alien spouse may lift another restriction.


  • UNIVERSITY LIFE: THE THINK TANK
    • Prerequisites - University Life Expansion
    • "Earthlings are seen as quite primitive. It is a culture that still thinks digital watches were a pretty nifty idea. Pathetic."
    • Your sim, who has proven to be brilliant at University, has taken it upon themselves to re-discover the amazing technologies of yesteryear. Using cutting edge genetic technologies (using the science research station) and a miniature particle accelerator (the group science project), they manage to actually get the attention of a group of aliens who were vacationing in the asteroid belt, thus restoring all the special dohickies and whatchamacallits to improve sims' lives everywhere.
      • While at University:
      • Meteor.PNGTop Science, Handiness, Logic, and Gardening skills.
      • Meteor.PNGDo following:
        • Analyze 1 rock, 1 plant, 1 fish, and 1 insect that you have found, collected, or harvested yourself to create samples.
        • Use the Science Research Station to create:
          • 3 Super Spice plant sim cures (herb experiment)
          • 3 Plasma Bugs (radiation experiment)
          • 3 perfect Empanadas (horticulture experiment - you may eat these even if Culinary has not been lifted.)
          • 3 Forbidden Fruits (DNA experiment on seeds)
      • Meteor.PNGUse the large Group Science Project located on campus and activate the White beam.
        • You CAN do this with the group science project outside the Science building on campus - but it's tricky dealing with other sims coming in and "helping" because you cannot see what progress their contribution is making.
        • You may NOT do this with the group science project you receive as a reward for topping the Science skill.
      • Meteor.PNGDo following:
        • Turn yourself into a Plantsim with a Forbidden fruit.
        • Cure yourself of being a Plantsim with the Super spice.
      • Meteor.PNGWhen you return home from University:
        • Place the Science Research Station on your home lot and obtain three DNA Samples from sims once you are back in the Neighborhood.
          • This can be done by the founder - the station has JUST enough battery life to finish these DNA samples and one other operation and then it may not be used again until Science has been cleared.
          • If you have vampires, werewolves, genies, mermaids, witches, aliens, or fairies in your game (that is, you own Seasons, Supernatural, or Island Paradise, and you have not turned occults off), one of your DNA samples MUST be from an alien, a mermaid or a supernatural sim.
        • Use your Science Research Station to clone ONE of your DNA samples and produce a newborn. There is only enough juice left to create ONE child.
          • You are allowed to wait to do this till after you have cleared your founder's career.
      • Raise the resulting child as your own. This child is allowed to lift a restriction but they may never be eligible to be the heir.
    • Some notes on this
      • You MAY bring the Big Science Project home from University, but it may not be placed on the lot until Alien Technology and Politics is cleared. It takes up a 9x9 area. You ALSO may not even USE the thing until Science is cleared.
      • Please note that if you do bring the Group Science Project home, it takes up one of the slots of things you can bring back with you - so you would have to leave something else out that you would be able to use right away.
      • You may also bring home the Science research station, again it takes up one of your three items. You are not allowed to purchase the Science station from the buy menu until Science is cleared, once you reach the home neighborhood.
      • You can start this at University and do most of your collecting, sampling, and experimentation while on campus.
      • If you do NOT do this with your founder while on campus, you MUST have Science, Politics, and Military cleared, and be actively working on Naturalist to start it.
        • Once you have a sim working on Naturalist, you may copy the Science Project community lot from the University and place it in your neighborhood, preferably near the science rabbit hole. Set the lot as a large park.
        • You may ONLY use this community lot science project to achieve the White Beam. You may not place or use any Science Project items that you have in family inventory until Alien Tech. has been cleared.

  • INTO THE FUTURE
    • Prerequisites - Into the Future Expansion, Military
    • "It's your kids, Marty! Something's gotta be done about your kids!"
    • There was a blinding light and a crash outside your home. A glowing object materialized seemingly out of nowhere …Then a strange man walked out of it and approached your sim. Your sim was speechless as the green and blue man said he was from the future and was sent here for you. He needed to give you a glimpse of what would happen if your family didn’t continue on their quest. He feared things were beginning to get out of hand. In order to see what the future holds you had to help him find the power cells that broke off the portal when it landed. Mesmerized, and wondering how he knew of your family’s quest, your sim did as the time traveler dictated. As the portal began to glow again, you both stepped through the portal. When you emerged, you found a vibrant future community with flying people and flying cars... Your sim was afraid and wanted to go home, but the time traveler said he must learn of Alien Technology because the present is in getting worse and the technology will be required to fully restore the land so that this could still be the future of simkind. And so your quest to learn Alien Technology begins:

    • One Sim must:
      • Meteor.PNGTurn the future to Dystopian, Utopian and back
      • Meteor.PNGDiscover and unlock the Alien spacecraft
      • Meteor.PNGTake a job in the Astronomy Career – whichever one you want and top it
      • Go to the hospital and engineer a baby to bring home.
        • You must be best friends with someone to do this.
          • If you are playing as an Occult, your DNA donor does not have to be the same occult as you
      • You must return to the present as soon as the baby is born
    • When the Engineered Baby reaches Young Adult they must go back to the future and:
      • Meteor.PNGTop the second Astronomy Career in order to learn the rest of the technology
      • Meteor.PNGReturn to the present with five unique Nanites from the future and tour the Science facility with them in their backpack in order to introduce the technology to the present.
        • The Engineered Baby is allowed to do this regardless of restrictions still in effect.
    • Alien Technology is lifted and time travel is now permitted for your family.

    • NOTES:
      • While in the future Military, Science and Medical restrictions are lifted. The time traveler has seen to your safety so if Espionage is not clear, you will not need an escort. The alien technology of the future has improved medicine and technology. All other restrictions not yet lifted are still in effect, except that you may carry as many items as you wish even if Athletic is not yet lifted. (This is to facilitate multipart objects such as the spaceship key; if you have not lifted Athletic, you must reduce your inventory to 3 items or less before returning to the present).
        • You must edit Oasis Landing to provide a bed and a refrigerator in one of the rooms
          • It is best if you put the refrigerator, bed, dining table and chair in the room you choose
        • You MAY use the elevators and all-in-one bathroom facilities.
      • Other future items may be used only if their governing restrictions are clear.
      • Regardless if Culinary is clear, you may eat what others prepare. Otherwise you must eat a quick meal from the fridge in your room.
    • You may have a Sprite to help you learn the Advanced Technology required to top your job.
    • The heir or spare can be the time traveler
      • If your heir is the time traveler they may get married while in the future and have children. But they must stay with you in the future, you can't dump them at home and come back alone
        • If you decide to have children you may place a school building so they can attend school
    • The Engineered Baby may not lift any other restrictions unless they are the child of the heir, but they may never be heir.
    • The sim who time travels can lift another restriction
    • You may live at the Community Center or purchase a home.
      • If you purchase a home it must adhere to restrictions still in effect
    • Sims may not bring any future technology home with them except what is required to change the futures and then they must dispose of it once finished with the task. If anything else automatically comes with them, put it in your family inventory.
    • If Forensics isn't lifted and your sim turns Elder before the baby is engineered, he has to immediately return to the present and cease working on Alien Technology
      • If your sim becomes elder the day the baby is engineered he may immediately take the baby back to the present.
    • !!!Being narrowly missed by a meteor while in the future does NOT allow you to use the meteor for skipping a part of your lift requirements!!!

RESTRICTIONS

  • BASE GAME
    • Once Alien Technology is clear your sims suddenly live longer and have an extra 15 days added to their Young Adult/Adult life stage.
      • Werewolves: Set YA to 40 days and 20 days for Adult. Age up on their Adult Birthday
      • Genies: Set YA to 30 days and 30 days to Adult. Age up on their Adult Birthday
      • Vampires and Fairies: Set YA to 12 days and Adult to 48 days. Age up on their Adult Birthday
      • All others sets YA to 37 and Adult to 23 days
    • Sims may not purchase or use certain lifetime reward special objects.
    • Sims who are working toward Alien Technology may quit working toward Alien Technology even if Master Thief is not lifted. However, if Master Thief isn't lifted, the Sim may not attempt to lift Alien Technology again through that method.
  • WORLD ADVENTURES
    • You may not own more than one storage chest (note that you cannot own even one until you lift Athletic, Business, Military, and Politics). Storage chests, alchemy cabinets, and similar are considered identical for this purpose; you cannot own a storage chest and an alchemy cabinet while this restriction is in effect.
  • AMBITIONS
    • You may not time travel in the Time Machine
  • LATE NIGHT
  • GENERATIONS
  • PETS
  • SHOWTIME
  • SUPERNATURAL
    • You may not own more than one alchemy cabinet (note that you cannot own even one until you lift Athletic, Business, Military, and Politics). Storage chests, alchemy cabinets, and similar are considered identical for this purpose; you cannot own a storage chest and an alchemy cabinet while this restriction is in effect.
  • SEASONS
    • Aliens may NOT summon meteors until Alien Technology has been cleared.
  • UNIVERSITY LIFE
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sims may not travel to the Future except for the Sims using the ITF method to clear Alien Technology
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
    • Body Sculptor
    • Bottomless Pet Bowl, Celestial Salt Lick and Food Replicator
    • Climatron Control Unit, Collection Helper, and The Cloudinator 9000
    • Clone Voucher
    • ExtraordinAIRe-Inator, Hover Bed and Super Swank Pet Bed
    • Flying Vacuum
    • Future Sim
    • Map of the Stars
    • Pet Hygienator and Self Cleaning Box Stall
    • Philosopher's Stone
    • Teleportation Pad
    • Time Remote Control
    • Trait Chip Bundle

Congratulations! You have lifted Alien Technology. Sims everywhere are grateful to get their gizmos and whatchamacallits back!
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ARCHITECT

The nuclear meltdown and resulting steam explosion contaminated the local area, including the buildings. Their structural integrity lost, many buildings simply collapsed while others were condemned due to heavy radiation. As the survivors cling to life, they resort to building basic shelters to protect themselves from the elements. Without proper knowledge of building safety requirements, these shelters were kept as simple as possible to avoid risk of collapse. Making do with scraps of wood, carpet, metal, mortar and bricks, survivors no longer dream of building beautiful abodes. As they rebuild, rumors of hidden meeting places pass from one to another and that the famous architect Howard Brady may have survived the explosion.

Your sim decides to fix the situation and embarks on a career path to restore the beauty and utility of well built architecture to the region so that sims everywhere may have spectacular homes.

METHODS

  • BASE GAME: HOUSING INSPECTOR
    • Prerequisites - None
    • "There is nothing like staying home for real comfort." Jane Austen
      • You may not select this method unless:
        • You have Military unlocked and rolled Architect.
          • Note that the founder may do this, as normal, even though Military has not been unlocked. Similarly, note that only Sims that are at least Young Adults may seek employment via the random method.
        • You have Journalism and Military lifted and can just choose what you want to lift.
        • You have Ambitions installed and are offered Architect via the paper or computer.
        • You have University Life installed and are offered Art Appraisal (you must have Rebel 10 for this to occur).
      • One sim in your family is deeply concerned by the deplorable state of the houses in this town. They are broken down and some are even dangerous to live in. People have shoddy furniture, poor fitting window fixtures and exposed wiring. Your sim KNOWS they can make a difference, so they set out to do just that
        • Reach level 10 in Handiness and Painting.
        • Write 1 hit Non Fiction Book.
        • Reach level 5 in both Business and Politics careers.
          • You may freely switch from whichever of these you choose first once you reach level 5 to the other, regardless of any restrictions such as Journalism or Master Thief.
    • Your sim has worked hard to ensure the safety of sim houses around the town. They have helped residents build new and better furniture, fix faulty wiring, and they have EVEN helped people procure some decent decorative things to make their living space more comfortable and inviting. However, your sim knows they must confront the city council about their stinginess in making mass goods available. In a dramatic showdown at a city wide Town Hall meeting, your sim presents their extensive research and exposes the penurious attitude of one of the senior council members and publicly shames the council into allowing business to stock and sell all manner of home improvement items. Architect restrictions are now lifted.
  • AMBITIONS: ARCHITECT
    • Prerequisites - Ambitions Expansion
    • “A doctor can bury his mistakes but an architect can only advise his clients to plant vines." Frank Lloyd Wright
      • Reach level 10 in the Architect profession.
      • NOTE: You may ignore all building or buy mode restrictions when remodelling client homes. For example, you may place plants, build pools, and so forth - assume the mob has provided black market items.
  • UNIVERSITY LIFE: ART APPRAISAL
    • Prerequisites - University Life Expansion
    • "The artist's world is limitless. It can be found anywhere, far from where he lives or a few feet away. It is always on his doorstep." Paul Strand
      • Reach level 10 in Art Appraiser-Art Appraisal career branch.

RESTRICTIONS

BASE GAME
  • BUILDING YOUR HOUSE
  • Your house may only have a total of TWO levels.
    • You can have a combination of as many basements and above ground levels as you want within that limit.
      • The roof is inaccessible and you may not place anything on top of it.
    • Above ground levels of your house MUST be built on stilts or a foundation (one of the two square block ones, not the stage platform one). The ground does not count as one of your levels.
    • The illustration below shows the three possibilities for construction and how they affect your 2 levels

Screenshot-247.jpg

Screenshot-248.jpg

Screenshot-246.jpg
No level visible.
The ground where the car is parked doesn't count as a level.
Can build up two more levels, down two levels or up one and down one.

Two Levels Visible.
The ground level where the car is parked doesn't count.
The first story is one built on the foundation.
The second story is two.

One Level Visible.
This configuration does not allow for a place to park a car as it must be
on the ground within the 8X8 area.
You can build up or down one additional level.

  • BUY AND BUILD MODE OBJECTS
  • If you choose to recolor an object, you must use the most worn, cracked, or faded options available. There is no option for spiffy, shiny, and new looking objects.
  • Sims may not purchase anything with an environment score over 1 except for any items specifically allowed (fireplace for example).
  • Sims may not purchase buy mode objects over $1000 in price.
  • Sims may not have any but the cheapest appliances available.
    • This applies only to appliances. Other categories of items are only limited by the $1000 rule above (plus whatever other restrictions apply, such as Criminal and Paranormal for beds, for example).
  • The only item from the Decorative tab that may be placed is the cheapest mirror.
    • Sims may not use anything else from the décor tab with one exception. If you want to add some atmosphere and have the room, you are allowed to add items from the miscellaneous décor tab that have NO environment score, are under the $1000 limit and are thematically appropriate. There are a few things that fit this requirement: stacks of magazines, ITF toilet paper holder, rusty buckets, jars of paint etc..
    • Sims may not use any curtains, rugs, or picture frames. The plant tab of the décor is also restricted by Naturalist.
  • Sims may not visit the Art Gallery
  • Sims may not hang pictures they paint anywhere on the lot.
    • If Business has been cleared, you may sell paintings that you make.
    • Any paintings that are not sold must be placed into family inventory or carried in your backpack and count against your item limit.
  • Sims may not talk about art.
  • Decorative build items (flooring, wall covering, fences, etc) must be the most basic, least expensive options.
    • You aren't required to use the free wall covering and floor covering but should use the least expensive alternative.
  • Sims may only have the cheapest fireplace available and they may only have one on the lot at any given time.
  • Sims may not paint paving stones on the lot.
  • Sims may only use windows $40 or less in price.
  • No space completely enclosed by wall elements is allowed on a community lot except for rabbit hole buildings and building shells - they are objects and thus not covered under this rule. But any building you do on those rabbit hole lots MUST comply. Rabbit hole buildings may also be placed in basements (the only allowed NON emergency usage of "moveobjects on".)
  • You may not use building cheats. Moveobjects may only be used to fix glitches.
  • See Business restrictions for how many build mode objects can be placed at a given time on your lot.
  • You may only use the Flat roof. (Anything else is too advanced and architecturally out of reach.)
  • You may use Auto Roof on a pre-built lot on the first day to replace the roof with a flat one, but after that you may not use it at all.
  • WORLD ADVENTURES
  • AMBITIONS
    • Until Business is lifted you may only have one drafting table, one Sculptor's deck and one Inventor's bench. The inventor's bench is also restricted by Science.
    • The drafting table may only be purchased for a sim attempting to lift Architect via the Architect Profession or a sim attempting to lift Entertainment via the Stylist career.
      • Only the Sim attempting to lift Architect or Entertainment via the Ambition careers may use the drafting table. Hint: Move the chair when not in use.
      • Sims in the Architect Profession may ignore the Business building restrictions (that is, they may buy as many buy mode or build mode items as they wish, and can freely delete buy mode items) while they are remodeling clients' houses. It is assumed that the clients have arranged the delivery of everything you need to make over their homes in the way they want.
    • Sims may not display sculptures they have created anywhere on the lot.
      • if Business has been cleared, you may sell sculptures.
      • Any sculptures that are not sold must be placed into family inventory.
      • Sims may not talk about sculptures or inventions. (also restricted by Science)
    • Toys produced by the "practice inventing" interaction on the Inventor's Bench must be immediately placed into family inventory.
  • LATE NIGHT
    • Sims may not use or build Deco Elevators (also restricted by Science).
  • GENERATIONS
    • You may not place spiral staircases.
    • Sims MAY hang their high school diploma.
  • PETS
    • You may not purchase or use the Kitty Tower (big, multilevel scratch post/sleeping platform).
  • SHOWTIME
  • SUPERNATURAL
    • The garden pots MAY be purchased.
  • SEASONS
    • Sims may not decorate for the holidays.
    • Sims may not "capture the moment."
      • You may still do screenshots, but capture the moment puts the screenshot into your memories.
    • Sims may not have photos taken in the photo booth at the festival grounds.
  • UNIVERSITY LIFE
    • Sims MAY hang their University Diploma.
    • Sims may not do street art on community lots.
    • Sims may not do street art on other sims residential lots unless they have a friends or better relationship.
    • Photography is not allowed. (Also mentioned in WA and further restricted by Science and Communications.)
    • Sims MAY have one sketch pad for the family.
    • Sims MAY keep ONE street art kit and ONE megaphone for the family.
    • Any subsequent street art kits and megaphones you get from earning Rebel points must go into your family inventory or may be sold if Business is clear.
  • ISLAND PARADISE
    • You MAY use ladders in your land locked house in place of regular staircases.
    • May not display shells or bottles that you have found.
    • May not hang the treasure map if you find all 4 pieces of it.
    • Houseboat rules
      • You may only have one level under the deck of your house boat.
      • You may have up to two levels above deck if you don't have one below.
      • Your helm control panel must be located within the structure. (also restricted by Symphonic)
      • You MAY use ladders in your house boat.
  • INTO THE FUTURE
    • The gardening rugs MAY be purchased. (The grass is synthetic, the dirt is real)
    • Sims may not use or build Tube Elevators (also restricted by Science).
  • STORE CONTENT
    • NOT ALLOWED
      • Artisan's Glassblowing and Jewelry Making Station (also restricted by Science)
  • LIFETIME REWARD RESTRICTIONS
    • Artisan Crafter
    • Extra Creative
    • Efficient Inventor

Once a great architect rises in the family, blueprints are drawn up to create safer homes for the survivors. With the construction company the architect started up, sights are set on rebuilding the community areas damaged by the catastrophe. While the region is being rebuilt, Howard Brady reveals himself to the public; bringing with him his engineering prowess. Together with the newly arrived City Planner, the region begins to make use of the quality building supplies stashed at formerly secret locations
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ATHLETIC


The radiation in the air weakens muscles and bones. As a result, muscle degeneration has set in. Even simple physical tasks have become impossible.

METHOD

  • BASE GAME: PROFESSIONAL SPORTS

    • Prerequisites - NONE
    • “Only the strong survive”
      • Reach level 8 in the Professional Sports career.
  • AMBITIONS: FIREFIGHTER

    • Prerequisites - Ambitions Expansion
    • "The difference between a man and a boy is, a boy wants to grow up to be a fireman, but a man wants to grow up to be a giant monster fireman." Jack Handy
      • Reach Level 10 of the Firefighter Profession
  • SHOWTIME: PROFESSIONAL ACROBAT CAREER

    • "Dance into the fire, that fatal kiss is all we need"
    • Prerequisites - Showtime Expansion
      • Reach level 10 of the Acrobat Profession

RESTRICTIONS

BASE GAME
  • Exercise Tones
    • Sims can only use Basic Training workout tone when exercising.
  • Moving Build Mode objects
    • Fireplaces must adhere to buy mode object athletic restrictions.
    • You may place and move all other build mode objects without athletic restrictions.
  • Moving Buy Mode objects
    • IF the ENTIRE visible object fits INSIDE a single square - you may move it or place it back into your family inventory or personal inventory once placed on the lot. If you place it in your family inventory aka Black Hole, you may never touch it again even after athletic restrictions are clear. If Business is clear single square object MAY be sold.
      • Look at a top down view of the object - the entire visible item has to fit within one block. Ignore the green footprint for this.
      • Examples:
        • The beehive
        • Dart boards
        • Highchairs
    • OR - if the entire visible object has a placement footprint that is 2 half green squares or less wide, and 2 full green squares or less deep - you may move it or place it back into inventory once placed on the lot.
      • Examples:
        • Bicycles
        • Some standing floor lamps
        • Toddler Skill toys
    • You can find a comprehensive list here.
    • Sims may not move Buy Mode objects larger than described above from where they were originally placed on the lot. They may not put them in their family or personal inventory.
    • Sims may not sell Buy Mode objects (restricted by Business) that are larger than the above described definitions. (You may still buy, move, and delete Build Mode objects, regardless of size with the exception of the fireplace.)
    • Sims may carry no more than 3 items in their inventory at any one time, with the exception of items that cannot be removed, like beepers and the like. If it is stuck in your inventory and you cannot use your cursor to remove the item and place it elsewhere on the lot - it does NOT count toward your 3 item limit.
      • If your Sim is a ghost, the urn does not count as one of these 3 items.
      • Sims attempting to lift Business via the Multinational Conglomerate method do not count overseas items towards this limit, as they have designated porters to carry the excess items.
    • You may not have a vehicle in your inventory while at home - it must be placed on a parking space.
    • Your Sim will naturally pick the vehicle up while travelling (for example, to work, or to a lot within the network). That's OK. But as soon as they get home, it has to go on a parking space.
    • If a Sim receives a car as a career reward, it cannot be placed unless there is a free parking space. As a career reward, you may bring it out of family inventory once you have a free parking space for it.
  • If a spouse moves in with more than three items in their inventory, you must downsize them immediately upon moving them in. Any items whose restrictions have not been lifted must be sold. You may sell these items even if Business has not been lifted. They are considered part of their "dowry."
    • Exception - Vehicles:
      • If your spouse comes into the household with a vehicle, you MAY keep it if you don't currently have a vehicle on the lot or if governing restrictions have already been lifted.
      • The vehicle must be placed on a car parking space, and kept there when sims are at home and not using it.
  • Earned skill master plaques must be placed on the lot, in the family inventory or sold if Business had been lifted.
  • Career reward items (like the Minus 1 Kelvin refrigerator or the police cruiser) may be taken out of family inventory and placed on the lot once their individual restrictions have been lifted. They may not be moved after they have been placed if they are larger than 1 square or 2 half squares.
  • Sims may not attend sporting events or participate in the Amateur Olympics.
    • Sims may participate in employment opportunities that require a high athletic skill to complete successfully like the Military physical fitness test and the Athletic "show em how it's done" type opportunities.
  • SKILL BUILDING ITEMS AND ACTIVITIES:
    • ALLOWED - you may use these objects on your home lot, and you may do these activities while at work.
      • Baseball
      • Foot-and-hand Ball
      • Jog only to and from your network locations and work (except the non-rabbithole community lot until that lot's restrictions are clear), restricted by Military.
      • Stereo
      • TV (Must have Science. Entertainment and Communications governs when you can use the TV.)
      • Fighting burglars and other bad guys
      • Practice Illicit Activities work tone (Criminal career)
      • Use Workout Facility work tone (Law Enforcement career)
      • Workout in Gym work tone (Professional Sports career)
    • NOT ALLOWED - you may not build or use these items or participate in these activities at all until Athletics is cleared.
      • Treadmills
      • Bench Press
      • Swimming pools (also restricted by Medical; outdoor pools are further restricted by Naturalist and Symphonic).
      • Going to the beach/swimming in the ocean (also restricted by Medical, Military, Naturalist, and Symphonic).
      • Going to the Gymnasium
      • Train other Sims in Athletics
      • Leap in Arms interaction
      • Using any exercise equipment away from the home lot.
        • NOTE: Even after lifting Athletics, Business restricts how many athletic items you may have.
  • WORLD ADVENTURES
    • ALLOWED
      • You MAY read the Martial Arts book to learn the first 3 levels of the martial arts skill.
    • NOT ALLOWED
      • Dive Wells
      • Pushable Statues
      • Rubble Piles
      • Rotating Doors
      • Training Dummies
      • Board Breakers
      • Sparring
      • Opening Sarcophagi
    • You may not own a storage chest (also restricted by Business, Military, and Politics; owning more than one chest is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
    • Sims may not Zeneport places (also restricted by Military)
  • AMBITIONS
    • NOT ALLOWED
      • Trampolines
  • LATE NIGHT
    • Items received as celebrity perks must be left in family inventory. (After Athletic is lifted, you are still bound by other governing restrictions regarding celebrity perk items. You also may not take out any perks you got before lifting Athletic. To sell celebrity perks you receive after lifting Athletic, you must have Business lifted.)
  • GENERATIONS
    • ALLOWED
      • Hopscotch Court (Only one allowed on the lot until Business is clear.)
    • NOT ALLOWED
      • The stroller may not be used.
    • SLEEPING BAGS - either have to stay where they are placed on the floor, OR they may be carried in a sim's inventory. You must choose which way you will do this upon the purchase of the sleeping bag.
      • If you choose to carry the sleeping bag in the sim's inventory, it takes up one of the three inventory slots BUT you can choose to lay out the sleeping bag each night where ever you need to and immediately go to sleep in it. Immediately upon getting up after sleeping, the bag MUST go directly back in inventory. When ever you are not sleeping in it, it must be there.
      • If you choose to leave it in place on the floor, it cannot be moved until Athletics is cleared and it cannot be sold to get it out of the way.
  • PETS
    • May not ride horses.
  • SHOWTIME
    • ALLOWED
      • Chin Up Bar
    • NOT ALLOWED
      • Executive Putters
      • Electro Dance Spheres
      • Golf Driving Ranges
      • Mechanical Bulls
  • SUPERNATURAL
    • You may not own an alchemy cabinet (also restricted by Business, Military, and Politics; owning more than one cabinet is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
  • SEASONS
    • ALLOWED
    • NOT ALLOWED
      • Roller or Ice Skating Rinks
      • Ice Skating on ponds
      • Snow Boarding
      • Playing with the Soccer Goal set
      • Throwing Snowballs or Water Balloons
      • Building Igloos - (See Naturalist about USING igloos.)
  • UNIVERSITY LIFE
    • ALLOWED
      • Kicky Bags
      • Frisbees
      • Soccer Balls
    • NOT ALLOWED
      • Ping Pong Tables
      • Playing a college sport at the Stadium.
      • Taking a class in Athletics. (Classes also restricted by Education.)
  • ISLAND PARADISE
  • INTO THE FUTURE
    • NOT ALLOWED
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
    • All Weather Champion
    • Equine Zen
    • Fast Metabolism
    • Lungs of Steel (also restricted by Medical)

Once a sim joins the hall of fame from the “Mutant League Football” arena, they invent new training techniques to overcome the muscle degeneration set in by the disaster. All Athletic restrictions are lifted.
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BUSINESS

The chaos in the region set off by the power plant explosions has broken down the basic economic fabric of society. The value of a Simoleon varies wildly from place to place. All major markets have destroyed or looted dry. With the economy of the region in shambles, people are unwilling to ‘go shopping’. The only thing that sells well are stories from survivors, as media outside the region is hungry to know what happened and what it is like to live in such a land.

METHOD

  • BASE GAME
    • Prerequisites - None
    • “Your money is no good here”
      • Reach level 10 in the Business career
  • UNIVERSITY LIFE: SPORTS AGENT
    • Prerequisites - University Life Expansion
    • "Show me the money!"
      • Reach level 10 of the Sports Agent Career
  • WORLD ADVENTURES: MULTINATIONAL CONGLOMERATE
    • Prerequisites - World Adventures Expansion
    • "I've been everywhere, man, I've been everywhere."
      • Reach Level 3 Visa in all three overseas countries.
        • The Sim pursuing this lift may travel overseas regardless of any other restrictions. She has special dispensation to try and re-establish ties with trading partners that may be less affected by the Apocalypse.
        • For the Sim pursuing this lift, there is no limit to how many items acquired overseas that the Sim may carry in her backpack, regardless of whether or not Athletic has been lifted (several porters are assigned to assist the Sim). However, you may not remove any such items from the backpack until Business is lifted, except to sell them (see below). If Sims fails to lift this restriction, if Athletic is still in effect they must immediately remove all excess items to the family inventory "black hole". Similarly, the moment Business is lifted (for example by reaching Level 3 Visa in all three countries), if Athletic is not lifted they must immediately remove all excess items to the family inventory "black hole" - in each case, reducing down to 3 items as per normal Athletic restrictions.
        • While overseas, the Sim pursuing this lift may purchase and eat dried food, regardless of whether or not Culinary has been lifted. She has been supplied with emergency rations for this purpose.
          • A vampire Sim pursuing this lift may purchase up to 3 plasma fruit just prior to embarking on an overseas trip, and may freely raid the overseas fridges for plasma related foods.
        • Weekly stipend: Once per week, you may sell up to $2500 worth of overseas items from your backpack as payment for your services when you return home; you may sell them after the mob takes your money (if Criminal is still in effect), as the mob does not wish to risk offending their overseas peers.
        • Any remaining objects in excess of the $2500 weekly stipend allowance must remain in your backpack until you complete the business career at which point they all must be sold immediately upon returning home (Or removed and blackholed if you fail to lift business).
        • No items may be kept with the exception of any gnomes you find while traveling. They must be released onto your property.

RESTRICTIONS

  • BASE GAME
    • Your Sims may not become business partners.
    • Your Sims may not purchase community lots (also restricted by Politics).
      • Once Business (and Politics) is lifted, you may only purchase lots that are otherwise unrestricted.
      • Once purchased, you may purchase updates for your lot but all items must conform to all other restrictions still in effect. (Architect, Medical)
    • Your Sims may not hire service Sims of any kind. (Also restricted by Master Thief and Espionage.)
    • You may not sell buy mode items, crafted items, fruits, vegetables, or fish via the buy or build tab. (You may still sell build mode items such as walls, windows, and stairs.)
    • Your Sims may not use the “sell” interaction with objects. (Such as completed paintings, workbench, or crafted items.)
    • Your sim may not sell anything via the buy/build menu or through the sell spot in their personal inventory.
      • Your Sims ARE allowed to finish writing novels and collect the royalties.
      • You ARE allowed to "sell" $0 cost items like the newspaper via your sell window in Personal Inventory.
    • Your sim may not purchase or sell books at the book store. (Also restricted by Journalism.)
    • Your sim may not purchase or sell goods, fish, or produce at the grocery store. (Selling fish or produce is also restricted by Naturalist.)
    • Your sim may not order food from the delivery menu. (Also restricted by Culinary, Master Thief and Espionage)
    • Sims ARE allowed to purchase meals and drinks at cafe's and restaurants if Culinary has been cleared.
    • The family may only have one each of the following items
      • Book Case (also restricted by Journalism)
      • Radio
      • Treadmill (restricted by Athletics)
      • Bench Press (restricted by Athletics).
      • Easel
      • Acoustic Guitar
      • Chess Set
      • Toy Oven if Culinary has been cleared.
      • See Expansion specific restrictions for further items that may be allowed.
    • ALL sims in the household may use the book case, radio, easel, chess table, and athletic equipment. Only sims in the Music careers may use the guitar until Entertainment and Symphonic have been lifted
  • BUILD AND BUY ITEMS
    • You must adhere to Architect rules on what you may buy and build.
    • BUY MODE:
      • You may purchase 7 buy mode items per week. These can be purchased all at once or spread out through the week.
      • Every Monday your 7 buy mode items reset. If you don't purchase all 7 during one week they are forfeit.
  • BUILD MODE:
    • You may not place more than FOURTEEN items from EACH build mode CATEGORY EACH WEEK. (ie. 14 wall sections, AND 14 panels of paint, AND 14 squares of flooring, etc.) Deleting something counts against your 14 item limit. (ie. If you have DELETED 14 sections of fencing, then you may NOT then place 14 sections of fencing until the next week.
    • Ignore this rule on the first day of the challenge unless you have purchased a pre-built lot.
    • There is no limit on WHEN you may purchase your buy mode items during the week. It resets every Monday. Any amount toward the 14 limit not purchased before Monday are foreit.
  • WORLD ADVENTURES
    • Sims may not purchase anything from the special merchants or the merchant registers. (Purchasing food is also restricted by Culinary.)
    • You may not purchase a vacation home. (Travel is further restricted by: Politics, Espionage, Military, and Symphonic. Forensics is also needed for Teens and Elders with less than 10 athletic skill.)
    • You may not own a storage chest (also restricted by Athletic, Military, and Politics; owning more than one chest is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
  • AMBITIONS
    • Your sim may not register as self employed. (May also be restricted by Military, if the City Hall is not in your Network)
    • Sims may not purchase anything from the Consignment store.
      • Exception: on the very first day of the challenge, you are allowed to purchase skill books from the consignment store.
      • Your sim may not sell items at the Consignment store.
  • LATE NIGHT
    • You may not sell items you receive as celebrity perks.
      • Items received as celebrity perks must be left in family inventory and handed over each week to the mob. (sell them then zero out your cash).
  • GENERATIONS
    • You may only have one hopscotch court.
    • You may not sell items you receive from other sims as gifts (also restricted by Espionage).
      • Gifts received must remain in your family inventory and handed over each week to the mob. (sell them then zero out your cash)
  • PETS
    • You are allowed only one pet toy
    • You may not purchase anything from the pet store.
    • You may not adopt a pet.
      • If your pet is a level 10 Hunter and you are trying to get a mate to breed with it this restriction is waived.
    • You may not place a pet for adoption unless it is a level 10 hunters or it has three of the following traits:
      • Aggressive
      • Genius
      • Hunter
      • Loyal
      • Neat
      • Non-destructive
      • Quiet
  • SHOWTIME
    • The family may only have one chin up bar.
    • Performers may only perform for tips on their home lot (also restricted by Espionage).
    • Sing-a-Grams may only be performed on household members or relatives unless it is a work order (also restricted by Espionage).
    • Magician tricks may only be performed on household members or relatives except for performances (also restricted by Espionage).
  • SUPERNATURAL
    • Sims may not purchase anything from the Elixir store.
      • Exception: on the first day of the challenge, you are allowed to purchase skill books from the Elixir store.
    • You may not own an alchemy cabinet (also restricted by Athletic, Military, and Politics; owning more than one cabinet is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
  • SEASONS
  • UNIVERSITY LIFE
    • Refer to the Founder options under University Life rules for special buy and sell rules for your founder at University.
    • Sims may not purchase soda or candy from vending machines. (Also restricted by Culinary)
    • Sims may not pay to play video games at the comic book store.
    • Sims may not purchase books, comic books, groceries, or other goods.
    • Sims may not request extra funds from the Administration building.
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sims may not get lottery tickets in the present or check lottery tickets in the future.
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
    • Entrepreneurial Mindset
    • Haggler
    • Hotel Mogul (also restricted by Politics, Espionage and Military)
    • Inheritance
    • No Bills Ever (also restricted by Criminal)
    • Office Hero
    • Opportunistic (also restricted by Master Thief)
    • Professional Simoleon Booster
    • Suave Seller
Once an economic leader from the family rebuilds the economic structure of the region, the business restrictions are lifted. Sims are no longer restricted to limited buying. The Business restrictions are lifted, and there is a boom in the economy as supply and demand fuel a healthy free market. Business is now Open!
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CRIMINAL


The local organized crime family has taken advantage of the lawlessness in the region to set up a protection racket. Joey "The Comb" and his goons force people to pay hefty sums to ensure nothing "bad" happens to what few possessions they have left. While some try to fight the mob, most just give in and pay.

IMPORTANT NOTE:

The Criminal career suffers from a "promotion after midnight" bug. Every time you are promoted on a shift that spans midnight, the next day of work you will receive no credit for working until midnight passes (it will say "Going to Work") although you will still be considered missing work if you do not go in. It may also cause you to have to go in on days that you do not work. YOU ARE NOT PERMITTED TO USE CHEATS OR MODS TO AVOID THIS. In particular, you cannot use Master Controller to force your Sims to go to work or to reset Job Performance to where it was before. This is because mod-less players would be unfairly disadvantaged if this were allowed. Of course, nobody is policing your private games - do what you like there - but please respect this for tournament purposes.

We now return you to your regularly scheduled discussion of the Criminal restriction.

METHOD
  • BASE GAME: CRIMINAL-EMPEROR OF EVIL
    • Prerequisites - NONE
    • "Nice place you have. I'd hate to see anything bad happen to it."
      • Reach level 10 of the Criminal -Emperor of Evil career branch
      • NOTE: If you get arrested you do NOT have to quit your job. Getting arrested during the Criminal career tracks is part of the job. You may make friends while in jail, or work out. Treat it as if you are at work while there.
  • SUPERNATURAL: SCAM ARTIST
    • Prerequisites - Supernatural Expansion
    • "You've got to know when to hold 'em, know when to fold 'em, know when to walk away, and know when to run."
      • Reach Level 10 in the Scam Artist branch of the Fortune Teller Career


RESTRICTIONS
  • BASE GAME
  • Sims struggle to make their mob payments and aren't willing to just give their money away.
    • Mooching money from other sims is restricted.
  • Sims are very uptight and worried because of the rampant crime in the town. They just can't get comfortable.
      • You may not buy or use chairs/couches that have more than a +1 Comfy Moodlet Boost.
      • You may not buy or use beds that have more than a +2 Well Rested Moodlet Boost. (See Paranormal for more restrictions on bed comfort.)
  • Sims must turn over all their remaining funds to the mob each week so they will leave them alone – otherwise known as protection money - protection from the mob money!
    • Each week, on Monday before midnight and after you have finished your building and buying for the week, open your family inventory and delete everything in it with the exception of any career rewards that you want to keep, and then use the familyfunds cheat to reduce your funds to 0.00. Open the cheat console by holding down Shift, Ctrl and C at the same time. Type in "TestingCheatseEnabled True" (without the quotes) and enter. Then type in "FamilyFunds simlastname 0" (without the quotes and where simlastname is the last name of your family) and press enter. Your funds should now be set to 0 simoleons. Alternately, you are allowed to use MasterController to fund away the money. And if you really don't want to use cheats, buy something from buy mode that is equal to your total funds and place it in your black hole to reduce your funds to 0.
    • Note that this begins the very first Monday - that is, the day after your founder returns from University (or the second day of the challenge, if you have the We don't need no education handicap). There is no one-week grace period, as was the case in previous incarnations of the rules.
  • WORLD ADVENTURES
    • You must pay protection while in vacation worlds. At the end of your vacation you must pay the mob as if you were living in your home world - yes the mob gets it all.
      • Exception: A Sim attempting to lift Business via the Multinational Conglomerate method need not pay protection money while overseas, and they are permitted to sell up to $2500 overseas objects at home once per week after paying the mob. The various international criminal organisations see more opportunities by restoring the business network than by disrupting it, and have agreed to a temporary truce.
  • AMBITIONS
  • LATE NIGHT
  • GENERATIONS
  • PETS
  • SHOWTIME
  • SUPERNATURAL
  • SEASONS
  • UNIVERSITY LIFE
    • Pay $100 simoleons per day per family sim present. Payable on the day you are to head home from your time at University. The government has cut a deal with mob so your protection money is subsidized and you don't have to fork it all over while on government property.
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sim may not own a Dream Pod bed (also restricted by Paranormal)
  • STORE CONTENT
    • Sharper Sim Foot Massage Chair
    • Sharper Sim's Super Sleeper
    • Solace Snugabunny Baby Swing (also restricted by Entertainment)
  • LIFETIME REWARD RESTRICTION
    • No Bills Ever (Also restricted by Business.)
    • Carefree

Once a member of the family rises to the top of the underworld, they become part of the 'family'. While they do not get a cut of the profits, they no longer have to pay any protection money - the Criminal restrictions are lifted.
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CULINARY

Have Questions after reading the rules? Check out the Culinary FAQ sheet

The gas lines and power grid have been severely damaged. Running a gas stove or electric appliance carries too much of a risk. The radiation levels are too high to risk using a microwave either. Food is scarce. The quality of the food the Sims can get is very poor and can bring illness to some. Coffee is now scarce in the region due to supply cuts. Fresh food is non-existent.

METHOD

  • BASE GAME: Culinary
    • Prerequisites - None
    • “Hunger is the best spice”
      • Reach level 10 in the Culinary career

RESTRICTIONS

  • BASE GAME
    • Sims may only prepare food once per sim day. Once any sim has prepared food, no other sim may do so for the rest of the day. A sim making a one-serving meal, a quick meal or feeding a toddler in a highchair counts as the family's ONE meal.
      • An easy way to keep track of this restriction is to build a 1x2 square closet to set the fridge in. Then turn the fridge backwards after a sim has taken food from it. Keep it that way until midnight of the next day. A second method is to place the fridge in a room by itself (the 1x2 closet works well) and lock the door to everybody, and opening only at midnight of the next day. You may lock the door to the fridge even without Communications restrictions being cleared.
        • The second option above keeps the ghosts out of your fridge and keeps your family from having hunger motive melt downs in front of the turned fridge.
      • Sims pulling out baby bottles does NOT count against this limit and may be done as many times per day as needed.
        • Feeding a toddler baby food in the high chair DOES count against the daily limit, however.
      • If you start the grill on fire while making hot dogs for the day's meal, you must wait until midnight (12:00am of the next day) before you can cook again. You torched your day's rations. (Yes, this has happened to me two days in a row. That is why I like Peanut Butter Sandwiches ...)
    • Food that is brought home from work must comply with what the sim is allowed to eat.
      • If your sim receives a food that is not yet allowed, you must throw it away.
      • If the food was brought home from work, it is a windfall and does NOT count toward the one meal a day.
      • You MAY allow your sim to keep group meals of allowed items that are brought home from work, even if they are the only sim on the lot.
    • You may not mooch from sims. No one is willing to give their precious rations away.
    • Rummaging in garbage cans:
      • You may only rummage in garbage cans on lots you have access to.
      • Any food found by rummaging must be thrown away.
    • The founder may only have quick meals or peanut butter sandwiches until Hopelessness is lifted, and the spouse is moved in.
      • See below for specific quick meals you may not have.
      • Sims may only prepare group meals if there are at least 2 Sims of child age or higher living on the lot. You may only make one group meal, OR one quick meal per sim day. This means you can't feed visitors if you only have enough to feed your family - they have to go home and starve for themselves, and a single Mum founder can't start stashing group meals with only infants or toddlers.
      • If an heir outlives both their parents, and they are the only one left on the lot, and they have not yet moved in a spouse, they can only eat quick meals or peanut butter sandwiches from the fridge until such time they do move in a spouse.
    • Sims may not purchase or use anything from the “Ovens” or “Small Appliances” category except for the cheapest grill and the cheapest refrigerator. (Quality of appliances is also restricted by Architect. Small appliances are also restricted by Science.)
    • Sims may not prepare Autumn Salads, nor may they eat raw produce or fish of any kind, including frogs, snails and other non-fish critters that you fish for.
    • Sims using the fire pit may grill only one marshmallow, counting as the one meal of the day. After Naturalist is clear, you may grill fish, fruits, or veggies over the fire pit.
    • Sims may NOT put leftovers back in the fridge.
    • Sims may not hold food in inventory.
      • Fish and vegetables are considered food. You have 8 sim hours after catching fish or harvesting vegetables to remove those items from your inventory by selling them, putting them in a storage chest or setting them on the ground if you can't sell items yet. (See Business for information on selling items, and Naturalist for fishing and gardening.)
    • Sims may NOT stock fish or vegetables in the fridge, even if Naturalist has been cleared.
    • Sims may NOT buy food at the grocery store. (Also restricted by Business. Buying fish and produce is restricted by both Business and Naturalist.)
    • The Toy Oven may not be purchased or used to make baked goods. (Also restricted by Entertainment.)
    • Sims may NOT use the Picnic Basket or the Buffet Table. (The Buffet Table is also restricted by Entertainment.)
    • Sims may not prepare, purchase, or eat food on community lots.
      • You may not grill food at the park or beach.
      • You may not purchase food or eat at food stands, diners, bistros, or restaurants. (Also restricted by Business.)
    • You may not use the “Delivery” menu on the phone to order Pizza or Chinese food. (Also restricted by Business, Espionage, and Master Thief.)
    • Sims may not purchase or use the birthday cake
    • Sims may not deliver food - either fresh fish, fresh harvested vegetables, or prepared servings of any recipe to townies or NPC's.
    • Sims may not purchase recipes (also restricted by Business and Journalism).
    • Sims may not prepare ambrosia (also restricted by Naturalist and Paranormal).
    • Sims in the household may NEVER eat ambrosia including playable ghosts. This restriction is never lifted.
      • Only NPC sims or sims married into the household (only on the first Day they are married in) may be given ambrosia to eat (also restricted by Paranormal)
      • Sims may not resurrect dead ghosts with ambrosia (also restricted by Paranormal)
    • Allowed food before Culinary is lifted: (These are items that do not need the oven.)
      • Grill Items:
        • Hot Dogs
        • Tofu Dogs
        • Cheese Steak
        • Cheese Tofu Steak
        • Hamburger
        • Veggie Burger
      • Items that don't need to be cooked:
        • Peanut Butter and Jelly Sandwiches
        • Veggie Rolls
        • Quick Meals from the refrigerator
    • Items that are off limits even if they don't require cooking
      • Sims may not pull quick meal salads, yogurt, ice cream and brain freezes out of the fridge.
      • After Naturalist is lifted you may cook fish and produce. (Must be cooked before Culinary is lifted.)
      • NOTE: Check the Naturalist restriction or the Culinary FAQ Sheet for a complete list of foods you may have after you have cleared Culinary but have not yet cleared Naturalist.
  • WORLD ADVENTURES
    • Sims attempting to lift Business via the Multinational Conglomerate method may freely use fridges while overseas. They are honoured guests.
    • Sims attempting to lift Business via the Multinational Conglomerate method may hold dried food (or plasma fruit, if a Vampire) in inventory. They have been issued emergency rations.
    • Sims attempting to lift Business via the Multinational Conglomerate method may purchase dried food.
    • Sims may not purchase food from food merchant registers. (Also restricted by Business.)
    • Sims may not use the Nectar Maker to create nectar. (Also restricted by Naturalist and Espionage.)
    • Sims may not drink Nectar.
  • AMBITIONS
  • LATE NIGHT
    • Sims may not "Make Drinks" at juice bars, nor may they learn the Mixology skill, or moonlight as mixologists.
    • Sims may not place snacks on the counter. (nuts, chips, or candy)
    • Sims may not get food from professional juice bars. (Also restricted by Business.)
    • Vampire sims ARE allowed to store plasma fruit in the fridge. (See Playing Supernatural Sims for more information.)
    • If you are playing Vampires, you MAY purchase the birthday cake to age them to Elder.
  • GENERATIONS
  • PETS
    • You may purchase the cheapest food bowl for your dogs or cats and fill it once per day.
    • Pets may eat scraps you throw on the floor
    • You may NOT feed dogs and cats treats
    • You may NOT serve your pets designer pet food
    • You may purchase the ever full hay bale that does not need to be replenished for your horses. (Please note that owning a horse is restricted by Politics.)
  • SHOWTIME
    • Genies may not magically create food (also restricted by Paranormal).
    • If you are playing Genies, then you MAY purchase the birthday cake in order to age them up to Elder.
  • SUPERNATURAL
    • Vampire sims ARE allowed to store plasma fruit in the fridge. (See Playing Supernatural Sims for more information.)
    • If you are playing long lived sims - you MAY purchase the birthday cake to age them up to Elder
  • SEASONS
  • UNIVERSITY LIFE
    • Sims may not get drinks from barista bars.
    • Sims may not get soda or candy bars from vending machines. (Also restricted by Business.)
    • Sims at college may not prepare any food. They must survive on what their room mates in the dorm make for them.
    • Sims MAY eat any empanadas they make with the science research station.
    • Restricted quick meals:
      • Yogurt
      • Salad (also restricted by Naturalist)
      • Brain Freeze
      • Ice Cream
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sims may not use the Sam-7 Drink Synthesizer Unit (also restricted by Science and Entertainment).
    • Sims may not use the Food Forge Cuisine Synthesizer. (also restricted by Science)
  • STORE CONTENT
    • The Woodfire Oven is allowed once governing Architect restrictions are cleared.
    • NOT ALLOWED
  • LIFETIME REWARD RESTRICTIONS
      • Atomic Grazer
      • Better Mixologist
      • Born to Cook
      • Competitive Eater
      • Desert Pony
      • Discount Diner
      • Hardly Hungry

Once a culinary master emerges from the household, they invent new ways to preserve food, and better ways to cook the new genetically engineered food. They have learned to rewire home appliances so they can be used again. They also open up supply chains to coffee growers. All culinary restrictions are lifted.
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EDUCATION


All the major school systems are in ruins. Education has all but disappeared from the region. All that remains is a small gathering of teachers in a safe house to teach younger Sims the basics. In the apocalyptic world, nothing is fun so children are not motivated to learn skills unless it is fun. Until one dedicated teacher arises from the family to influence young minds to think beyond the carnage and despair, and to imagine a better world.

METHOD

  • BASE GAME: RENAISSANCE SIM
    • Prerequisites - NONE
    • "We don't need no education..." Pink Floyd, Another Brick in The Wall (Part 2)
      • You may not select this method unless:
        • You have Military unlocked and rolled Education.
          • Note that the founder may do this, as normal, even though Military has not been unlocked. Similarly, note that only Sims that are at least Young Adults may seek employment via the random method.
        • You have Journalism and Military lifted and can just choose what you want to lift.
        • You have Ambitions installed, and the Education career is offered via the paper or computer.
      • One sim in the family decides that the world needs more enlightenment, knowledge and purpose, so they set out to show the entire neighborhood it can be done. They not only become an accomplished writer, they hone their body and mind to their will.
        • Master writing and sell 3 best sellers in Non Fiction.
        • Reach Painting 1 (have to illustrate those textbooks).
        • Reach Handiness 2 (teachers have to be practical as well as academic).
        • Master Athletics and complete the marathon, strength, and cardio skill challenges. (500 k running, 75 hours cardio and 60 hours strength training).
        • Reach level 3 in the Bookstore career.
          • Regardless of existing restrictions on getting part time jobs, you may walk to the Bookstore to get this job.
    • (Note: Access the in game Skill Journal for information on achieving in game challenges under Athletics skills.)
  • AMBITIONS: EDUCATION CAREER
    • Prerequisites - Ambitions Expansion
    • "Education makes a people easy to lead, but difficult to drive; easy to govern, but impossible to enslave." Omar Bradley
      • Reach level 10 in the Education rabbit hole career.

RESTRICTIONS

  • BASE GAME
    • Sim teenagers may not attend school at all.
      • Note: once you lift this requirement, your teens may go to school. You can still have them skip it if you wish.
    • Sim children must attend school as normal. They haven't given us a homeschooling option yet, unfortunately.
      • If your Sim Child leaves school early for any reason, you must send them straight back. You may not intentionally leave school early.
      • If your Sim Child is late for any reason (not including traffic jam entering school) you must take a blooper and send them to school.
    • Child sims may not do homework at home.
  • Child Sims must use the "Work Hard" work tone until they are forced to use "Normal." No other work tone is allowed at school before Education is lifted.
  • Sims may NOT teach other Sims skills or tutor children. EXCEPT for older sims teaching toddlers to walk, talk and use the potty.
    • Training other Sims in Athletics is not considered teaching a skill for the purposes of this restriction, although it is restricted by Athletic.
  • Child and Teen sims may NOT read skill books.
  • Sims may not read the toddler skill books to toddlers.
    • Toddlers MAY read these skill books themselves if they are left on the floor for the tyke to pick up.
  • Traits must be chosen using the random selection button at each age transition where it is offered.
  • Child sims must pass up all opportunities related to school. (No interviewing the grocer, making friends with another child, or cleaning the bug cages.) (Also restricted by Military and Espionage.)
  • Sims may not take any skill classes at rabbit holes in town. (May also be restricted by Military if the rabbit hole is not in their Network)
  • Toddlers, Children and Teens are restricted to only using the following rules for skill building items and activities:
    • Teens are allowed to repair objects that are broken, but not allowed to give objects upgrades or to tinker in order to raise handiness.
    • Teens MAY make any uncooked meal subject to Culinary restrictions.
    • Teens MAY use the grill to prepare food for the family.
      • If Culinary is cleared, Teens may use the oven, and Children may use the toy oven (also restricted by Entertainment) to cook. With Culinary cleared, and Education not cleared, no Teen or Child may make more than 3 meals per day (whether single serving or group meals, cooked or uncooked).
    • If Science is cleared, Child and Teen sims MAY watch the cooking, gardening, or the fishing channels to build skill.
  • Refer to the following table to see what skills your Child or Teen sim may build, and what items they may use to build the skills:

Skills


Skill Building Activity or Object


Other Relevant Restrictions

Athletic

Radio, TV, Baseball, Football, Kicky Bag, Soccer Ball, Flying Disc, Table Tennis, Bowling or Hopscotch Court

Science must be cleared to watch TV. Athletic must be cleared to use the Table Tennis set and Bowling Alley.
Charisma

Mirrors, Talking to other sims

Teen sims are allowed to skill up their charisma on mirrors. Child sims may not work on Charisma.
Cooking

Oven, Grill, Toy Oven, Watch TV

Culinary must be cleared to own an Oven or a Toy Oven. Science must be cleared to own a TV.
Teens may make meals that do not require cooking such as Peanut Butter and Jelly or they may use the grill; see Culinary for details on what can be made prior to Culinary being lifted.
Fishing

Go fishing, Watch TV

Naturalist must be cleared for Child or Teen sims to go fishing or learn the fishing skill. Science must be cleared to own a TV.
Gardening

Gardening, Watch TV

Naturalist must be cleared for Teen sims to plant a garden, weed it, or harvest it. Teens MAY help water a garden being grown by a sim attempting Naturalist. Science is needed to own a TV.
Guitar

Play the Guitar

Entertainment and Symphonic must be cleared for Child or Teen sims to play guitar.
Learn to Drive

Drive around town with an adult in the car.

Military, Education, Entertainment, and Espionage must be cleared for Teens to learn to drive. Science must be cleared to purchase a vehicle if the family doesn't already own one.
Logic

Toddler Skill Book, Chess, or Domino Table


Painting

Toddler Skill Book, Painting Easel, Sketch Pad


Sculpting

Pedestrian Sculpting Station

Note that this item is over $1000 and as such is restricted by Architect.
Inventing

Scraptronic Workbench

Restricted by Science. Note that this item is over $1000 and as such is restricted by Architect.
Writing

Toddler Skill Book, Computer


Street Art

Street Art Bag


Social Networking

Blogging, Texting with the smart phone

Restricted by Communications and Science.

  • WORLD ADVENTURES
  • AMBITIONS
  • LATE NIGHT
  • GENERATIONS
    • Teen sims may not go to the Prom (also restricted by Entertainment)
    • Older sims may not read younger sims to sleep with skill books. (Also restricted by Journalism.)
    • Sims may not ask about Alma Mater.
    • Children and Teen sims may not do after school activities. (Also restricted by Military and Espionage.)
    • Children and Teen sims may not go on field trips. (Also restricted by Military and Espionage.)
    • Children and Teen sims may not go to boarding school. (Also restricted by Military, Politics, and Espionage.)
    • Adults may not teach Teen sims to drive. (Also restricted by Military and Espionage.)
  • PETS
  • SHOWTIME
  • SUPERNATURAL
    • Fairies may not use the Aura of Body and Mind. (Also restricted by Paranormal).
  • SEASONS
  • UNIVERSITY LIFE
    • Sims may not attend University. (Also restricted by Military, Politics, and Espionage).
    • Except for the founder immediately upon returning home from University, no one may upload their resume (further restricted by Military, Politics, Espionage, Communications, and Science).
    • Sims may not ask other sims about their degrees.
    • Sims may not "Study With" other sims.
    • If you get an extra trait from raising your influence with one of the faction groups to level 8, you MUST random for the new trait.
    • You can raise influence with any of the 3 groups, but you MUST random if you wish to change your added trait in this way.
    • Sims cannot get a second extra trait from graduating from University
    • Sims may not use the Salutatory Speakers Podium. (Also restricted by Politics and Entertainment.)
    • Sims may not use the Instant Inspiration Whiteboard. (Also restricted by Politics and Entertainment.)
  • ISLAND PARADISE
  • INTO THE FUTURE
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
      • Attitude Adjustment
      • Best Behavior
      • Change Lifetime Wish (Also restricted by Symphonic.)
      • Honorary Degree
        • Note that before lifting Espionage, Military, and Politics this is considered to be from a diploma mill, as there are no accredited Universities. You need to lift those, plus Communications and Science, to get anyone interested in your resume - but you can still purchase this LTR in order to get the extra trait.
      • Midlife Crisis
      • Fast Learner
      • Multitasker
      • Super Smart Pet

The Sim who becomes an Education Minister rebuilds the region’s educational system, and even restores the old college back to its former glory. The Education restrictions are lifted.
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ENTERTAINMENT

Sims don’t care about personal appearance anymore. They would rather be fed and safe than pretty. Cosmetics, hair care supplies, and clothing stores have all been cleaned out by looters or destroyed. Nobody wants to spend any money to bring these items back to the region. As a result, Sims’s appearances have taken a turn for the worst, leading most to keep to themselves. Large gatherings, socials, brunches and parties have virtually disappeared. The social elite of the region have long since fled for greener pastures. And with no cheap mass entertainment, there is no inspiration for parties and sims have run out of conversation topics with large groups.

METHODS

  • Base Game: Music - Rock Star

    • Prerequisites - None
    • "Wanna see my picture on the cover (Stone) Wanna buy five copies for my mother (Yes) (Stone) Wanna see my smilin' face on the cover of the Rollin' Stone'” Dr. Hook
      • Reach Level 10 in the Rock Star Branch of the Music Career
  • Ambitions: Stylist Profession

    • Prerequisites - Ambitions Expansion
    • "Life in plastic, it's fantastic."
      • Reach level 10 of the Stylist Profession
  • Late Night: Film - Actor Career

    • Prerequisites - Late Night Expansion
    • "I wanna fall from the stars straight into your arms."
      • Reach Level 10 in the Actor Branch of the Film Career
  • Showtime: Professional Singer Career

    • Prerequisites - Showtime Expansion
    • "Sing out loud, sing out strong - sing of good times, not bad."
      • Reach level 10 of the Singer Career

RESTRICTIONS

    • BASE GAME
    • Sims may not throw parties of any kind (also restricted by Espionage)
    • Sims may not attend parties thrown by other sims. (also restricted by Espionage)
      • If military is not clear, once Entertainment and Espionage are clear, sims may only attend parties that are thrown by sims in their "neighborhood".
    • Sims may only watch TV between the hours of 5pm and midnight on weeknights. They may watch all day long on Saturday or Sunday. (also restricted by Communications )
      • Sims with televisions are limited to the Work Out channel, Cookin' Cable, the Fishing channel, and Got Garden.
    • Sims may not discuss their favorite TV shows.
    • Sims may not go to plays at the theater.
    • Sims may not attend concerts.
    • Sims may not tour the theater.
      Sims may not go to a movie at the theater.
    • Sims may not hold autograph sessions or sign autographs.
    • No item from the Party tab or Recreation tab may be purchased or used, including the buffet table and any of the juice bars.
      • The Birthday Inferno birthday cake is allowed if Culinary has been lifted.
      • The Fuzzy Logic Picnic Basket is allowed if Culinary has been lifted.
      • Fire Pits are allowed if Culinary has been lifted.
    • Only sims attempting to lift a restriction using EITHER Music career branch (Symphonic or Rock Star) may skill up on the acoustic guitar. (Also restricted by Symphonic)
      • You must wait until the sim is employed in the music career before playing guitar.
      • You are allowed to learn the Guitar skill via other legal means. For example, if you have lifted Education and Military, you may take classes in the Guitar skill; if you have lifted Education, Espionage, and Military, your teens may enrol in the Music club. But you cannot actually play the guitar while this restriction is in effect.
    • Sims may use only the "Play Alone" interaction with musical instruments, and may only do so on their home lot. (Assuming they are even allowed to use the instrument at all - see above).
    • Sims may not listen to music on the radio unless they, or another sim in the same room, are working out
    • Sims may only purchase one mirror for the entire household.
    • Sims may only use the “Practice Speech” interaction on mirrors
    • Sims may not use dressers to plan their outfits or change their clothes nor click on themselves and choose "change outfit"
      • You may change your sim to suitably apocalyptic attire if you wish but you may only do this once during each life stage and only immediately after their birthdays. If you decide to change their appearance, they should be raggedy & shabby looking with no makeup or tattoos and the only accessory allowed is a plain wedding ring for married couples that was handed down from generation to generation.
      • Upon marrying in a spouse you may also do a one time attire update for your spouse to provide them with raggedy and shabby looking clothes. They will then follow the birthday rule above.
        • NOTE: There is a bug currently with work outfits that kicks your sim out of their going to work action. If your sim is bugged, you may choose your sim and "change outfit" or you may use the dresser to "plan outfit" and remove the bugged career outfit.
    • Sims may not "Read Something", unless it is a novel that has been published by someone in the family, a skill book, or a book received as part of a career opportunity. (Also restricted by Journalism.)
    • The extra songs may not be purchased from the book store for any instrument. (Also restricted by Journalism, and Business.)
      • NOTE: Concerning Recipes and Musical Scores
        • These are considered special skill books for the sake of the challenge, meaning your adult sims MAY choose to read these if you are able to buy them and stick them in your book shelf. (Buying books is restricted by Business and Journalism.)
        • Recipes are further restricted by Culinary.
    • Sims may NOT purchase toy boxes, doll houses, xylophones, pegboards, or the block table for their toddlers and children.
      • Toddlers ARE allowed to read the toddler skill books alone. (Older Sims are not allowed to read skill books to toddlers until Education is lifted. Journalism is required for a sim to read children and toddlers to sleep, and for children to read to toddlers.)
      • Sims may buy teddy bears.
      • Sims may NOT purchase the toy oven. (Also restricted by Culinary.)
  • WORLD ADVENTURES
    • Sims may not learn any songs on foreign adventures or sing any songs. If a sim autonomously sings in the shower for example, don't worry about it, but the option cannot be chosen.
    • Sims may not dance at all.
    • Sims may not meditate
  • AMBITIONS
    • The drafting table may only be purchased for a sim attempting to lift Architect via the Architect career or a sim attempting to lift Entertainment via the Stylist career.
      • Only the Sim attempting to lift Architect or Entertainment via the Ambition careers may use the drafting table. Hint: Move the chair when not in use.
      Sims may not choose the “Go Here With..” interactions except for with immediate family members.
    • Sims may not choose the "group up with" action for any sim. If the game forces you into a group when you invite another sim over to your house, don't worry about it or leave the group (this is a bug, I believe, and you don't have control over it)
    • Sims may not get Tattoos.
    • Sims may not purchase the tattoo bench
    • Sims may not purchase the stylist station
  • LATE NIGHT
    • The ONLY instrument that may be purchased is the acoustic guitar. (Electric instruments further restricted by Science.)
    • No one may play any instrument (other than the guitar, for sims attempting to lift a restriction using either Rock Star or Symphonic ). (also restricted by Symphonic).
      • Similar to the Guitar skill, you are permitted to learn these skills if you are otherwise able - you just may not play the instruments.
    • Sims may not play instruments at parties or at clubs.
    • Sims may not form bands, perform in public (parties or lounges), or even at the park.
    • Dance floors may not be purchased or used.
    • Club lighting and effects machines may not be purchased. (Also restricted by Science.)
    • Sims may not go to bars, lounges, or clubs.
    • Only sims in the Film Actor or Film Director career may pursue pop-up Celebrity Status opportunities
      • Opportunities are subject to other restrictions currently in place.
    • Only sims in the Film Actor or Film Director career may try to "impress celebrity"
    • Only sims in the Film Actor or Film Director careers may "draw attention" of the Paparazzi (also restricted by Espionage)
  • GENERATIONS
    • Teen sims may not go to the Prom (also restricted by Education)
    • Sims ARE allowed to play with the Imaginary Friend dolls
    • Children may not use the dress up trunk
      Sims may not play on playground equipment (swing set, slide, teeter totter, playground horse, etc.)
    • Sims may not buy any playground equipment at all for their home.
    • Sims may not play in, or own tree houses (also restricted by Naturalist).
    • Children may not play in the sand, or own, or play in sandboxes. (Also restricted by Naturalist)
    • Children may not use the dress up trunk
    • Sims may not use the slip n slide (also restricted by Naturalist and Medical).
    • Children and Teens may not choose to pull pranks.
    • Children may not play pretend.
    • Children may not "go for a joy ride" on the sofa.
    • Children may not play submarine in the tub (also restricted by Medical).
    • Children may not climb on chairs to be king or queen.
  • PETS
    • Sims may not get plastic surgery (also restricted by Medical).
  • SHOWTIME
    • All Showtime specific portal interactions are restricted until all three restrictions related to Showtime are clear (Entertainment, Paranormal and Athletic)
    • No sims may be sent to another player's game to perform at their venues.
    • No sims may be accepted into your game to play at YOUR venues.
    • Sims may only perform their act on stage at outdoor venues. (Like Performance Park or the Diner that came with Showtime.)
    • Sims may not get performance jobs at any indoor venues at all.
    • You may only perform gigs if you get an Opportunity to do so. You may not ask a Proprietor to get a gig without the Opportunity (also restricted by Espionage).
    • Gifts received from Sing-a-Grams must be black holed as usual, unless you have lifted Espionage.
    • You may not compete at Sim Fests.
  • SUPERNATURAL
    • Domino Tables are allowed.
    • Fairies may not use the Aura of Creativity (also restricted by Paranormal).
  • SEASONS
    • Toddler and Child sims ARE allowed to ride the rocking horse on your lot
  • UNIVERSITY LIFE

    • Sims may not listen to Podcasts on their cell phones, MultiTab, or on the computer. (Also restricted by Science.)
    • Playing Juice-Pong is NOT allowed.
    • Sims may not use the Salutatory Speakers Podium. (Also restricted by Politics and Education.)
    • Sims may not use the Instant Inspiration Whiteboard. (Also restricted by Politics and Education.)
  • Activities children and teens may do to increase social group influence:

SOCIAL

GROUP


FACTION BUILDING

ACTIVITY


OTHER RELEVANT

RESTRICTIONS

Jock

Building Athletic skill, talking to other jocks, using the soccer ball.







Nerd

Play Video Games, talking to other nerds, mind melding, trivia challenges, boasting about gaming prowess, talking about comic books to anyone.

Video games are restricted by Science and Communications.





Rebel

Play kicky bag, use the street art bag, talk to other rebels



  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sims may not use the Windcarver hover board (also restricted by Science, and Athletic).
    • Except for sims attempting to lift Alien Technology via the ITF method, Sims may not use the Brite Sprite Holo-disk (also restricted by Science).
    • Sims may not use the Sam-7 Drink Synthesizer Unit (also restricted by Culinary and Science).
    • Sims may not play the Laser-Rhythm-a-Con. (Also restricted by Science)
  • STORE CONTENT
    • NOT ALLOWED
      • The Hypnotiser (Also restricted by Alien Technology.)
      • Head Start Playpen (Also restricted by Education and Super Skilling Optional Clear.)
      • Solace Snugabunny Deluxe Baby Swing (Also restricted by Criminal)
      • Above Reproach
      • Attractive
      • Always on the List
      • Clean Slate
      • Complimentary Entertainment
      • Engaging
      • Excellent Groupie
      • Eye Candy
      • Fearless Voyager (Also restricted by Military and Politics.)
        Legendary Host
      • Master of Seduction
      • Never Dull
      • Perfect Host
      • The Hustler
      • The Next Big Thing
      • That Was Deliberate
      • Watering Hole Regular
Your sim takes a bow at the Simcademy Awards Festival. They are not only a star they are also a fashionista! They have worked long and hard to produce a body of collaborative work to entertain the masses and with style. Tired of seeing radiated zombies shambling around looking 10 times better than everyone, your sim gained a renewed interest in appearances. Their “Fallout wear” becomes a new trend across the country. Once Sims have bought their new threads and gotten all gussied up, they are once again confident enough to organize social gatherings and show off their new looks. Even some members of the social elite decide to return. Now your sim is a household name, and the movies and shows they have starred in are being played on television almost nightly. Sims everywhere begin to feel better about themselves. They are able to relax and enjoy themselves together in front of the television after work at last! All Entertainment restrictions are lifted.
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ESPIONAGE


The entire region is devastated. Zombies, bandits, motorcycle gangs, and even fans of Master of Orion 3 roam the land, mercilessly taking from those that try to rebuild. Locked behind closed doors and barred windows, many pray that the evils roaming the wastes never find them. When something starts banging at the door and eerie shadows loom through windows, terror grips the heart. Is that a call for help? Is someone begging for their life, hoping, praying that someone will save them? Or worse - could it be a group of bandits, waiting for someone to unlock their door so they can break in and take whatever they please? Everyone's afraid of what's waiting for them outside.
Sims have no choice but to make do with the limited goods provided by the only trusted supplier in the region. People sit and hope, waiting for the day when they can trust again. No one asks questions and no one exchanges packages. Sims do not venture from their homes without an escort, except to go to work or school.

METHODS

  • BASE GAME: Law Enforcement - International Super Spy
    • Prerequisites - NONE
    • "Trust no one."
      • Reach Level 10 in the International Super Spy branch of the Law Enforcement Career
  • AMBITIONS: PRIVATE INVESTIGATOR PROFESSION
    • Prerequisites - Ambitions Expansion
    • “Here's what happened” Mr. Monk to Sgt. Stottlemyer
      • Reach Level 10 of the Private Investigator Profession

RESTRICTIONS

  • BASE GAME
    • Computer Use: (see the Science and Communications categories for more computer restrictions)
      • Sims may not chat online, surf the internet, blog, or make forum posts. These are social actions, and you don't want to draw the attention of the wrong people.
    • Visiting Sims:
      • Military governs who can be invited to your lot and when.
      • You must have a friends or better relationship with visiting sims to let them in the house.
      • You must have a friends or better relationship with sims you visit in order to go into their house.
      • You can only visit their lots between the hours of 6 am and 7 pm.
      • If neighborhood sims have stuff outside (living in a tent with all their stuff on the lawn), you can interact with the stuff to do things like repair broken items or upgrade them, play chess, paint, even write a novel. But it all has to be done in accordance with whatever restrictions remain in place, and within the time restriction - so you really have to watch the clock.
      • Sims may not throw parties of any kind or attend parties thrown by other sims (also restricted by Entertainment)
    • Neighborhood and Community Lots:
      • You are restricted to visiting only the lots in your Network until Military is clear. Refer to Military for your Network definition.
        • When you visit community lots in your Network your actions there are still restricted by whatever other challenge rules still remain in place (eg: no eating if Culinary has not been lifted, no talking to paparazzi, etc).
      • Once Military is clear, sims may visit community lots or neighbors outside their Network but they must take a friend or family member as an escort, at least Teen in age, using the "go with" interaction - except for going to perform their job.
      • If your sim has jobs to perform in the community, such as a doctor holding a vaccination clinic, a Film - Director scoping out filming locations, a Fire Fighter going to a burning building, etc. - you may do these things without restriction. This is your job and you are afforded protection.
      • Sims MAY complete work opportunities, lectures and business meetings without an escort
      • Sims attempting to lift Business via the Multinational Conglomerate method may freely travel while overseas, including entering the houses of strangers; they have been given special dispensation for this purpose as well as appropriate escorts.
    • Teens, Elders, Children and Infants:
      • Teenage and Elder sims that have less than 10 Athletics may not leave the lot for any reason, including going to work or community lots (Elder sims are also restricted by Forensics)
      • Elder sims may move out of the household regardless of their Athletics skill if Forensics and Military restrictions are lifted.
        • If only Military is lifted they can move out regardless of their Athletic skill provided they move out with an Adult or Young Adult.
      • Teenage sims can go to High School without penalty if Education restrictions are lifted.
      • Child sims may only leave the lot for school. They must come home immediately after school and may not stay to tend to bug cages or other opportunities.
      • Child sims may not go over to friends' houses after school. (Also restricted by Military and Education).
      • Neither Child sims or Childish sims may play tag with anyone not a Friend or higher relationship.
      • Infant and toddler sims may not leave the lot at all.
      • You may not socialize with child sims outside your household unless you are visiting their house.
      • If a child sim automatically visits your lot you must immediately send them home.
    • Other:
      • Sims may not socialize with Service Sims (mail carriers, butlers, maids, etc) at all.
      • Sims may not hire Service Sims. (Like the mail carrier, the butler, the maid, etc - also restricted by Master Thief and Business.)
      • Sims may not look through the telescope during the day. (Also restricted by Science and Symphonic.)
      • Your sims may not purchase burglar alarms or fire alarms.
      • Your sims may not use the "Emergency" tab on the phones.
      • Your sims may not choose "Call Police" during a robbery if they happen to click on themselves.
      • Your sims may not choose "Call Fire Department" if they happen to click on themselves during a fire.
      • Your sims may not call the police to look for runaway teens.
      • Your sims may not donate money to charitable causes. (You don't trust that they're not some sort of scam).
  • WORLD ADVENTURES
    • Sims may not travel abroad for adventures. (Also restricted by Military, Symphonic, and Politics.)
      • Exception: Sims attempting to lift Business via the Multinational Conglomerate method may travel abroad, but they must do so alone.
      • Please refer to World Adventures for restrictions while visiting other lands.
    • Sims may not learn the Nectar making skill. (Making Nectar is also restricted by Culinary and Naturalist.)
    • Sims may not purchase the fortune cookie factory or make fortune cookies on community lots.
  • AMBITIONS
    • Sims may not purchase a Gnubb set or play Gnubb.
    • Note that Professionals (Firemen, Stylists, etc) are not considered service Sims. You may interact with them freely.
  • LATE NIGHT
    • Sims may not socialize with Paparazzi at all.
      • Exception - Sims in the Film Actor or Film Movie Director careers MAY "draw attention" of the paparazzi, but that is the only interaction they may choose with them. (Also restricted by Entertainment.)
    • Any gifts you receive for being a celebrity must be placed into your family inventory and left there.
      • NOTE: You are not allowed to remove any gifts from your Family Inventory even after this restriction is lifted. The only exception is Blingaboo magic gnome - you can keep it for scoring purposes.
  • GENERATIONS
    • Children and Teenage sims may not go to boarding school. (Also restricted by Education, Military, and Politics.)
    • Teen sims may not break curfew at all.
    • Adults may not leave on the "free" vacation. (Also restricted by Military, Symphonic, and Politics.).
    • Adults may not teach teen sims to drive. (Also restricted by Education and Military)
    • You may not give other sims flowers. (Also restricted by Naturalist.)
      • If another sim gives you flowers, you must put the vase with the bouquet into your family inventory for the rest of the challenge. (Also restricted by Naturalist.)
    • Sims may never use the Young Again Potion made with the Chemistry Set or the Young Again Lifetime Reward on a sim living in the household.
      • Once Espionage is clear, Sims MAY use the Young Again Potion or the Young Again Lifetime Reward on any NPC sim or a sim married into the household but only on the first DAY they are moved in. (also restricted by Paranormal)
  • PETS
    • You may not adopt pets from your neighbor (also restricted by Military)
      • Horses are further restricted by Politics
    • Before a pet can be placed for adoption, you must have one Unique Best Friend for each pet you wish to place. If you have two pets, you must have two Best Friends.
  • SHOWTIME
    • Any gift you receive for Sing-a-Grams must be placed into your family inventory and left there.
    • Performers may only perform for tips on their home lot (also restricted by Business).
    • Sing-a-Grams may only be performed on household members and relatives unless it is a work order (also restricted by Business).
    • Magician tricks may only be performed on household members or relatives except for performances (also restricted by Business).
    • You may only perform gigs if you get an Opportunity to do so. You may not ask a Proprietor to get a gig without the Opportunity (also restricted by Entertainment).
  • SUPERNATURAL
    • Sims may never use the Fountain of Youth Elixir on a member of the household. This restriction is never clear.
      • Once Espionage is clear, sims MAY use the Fountain of Youth Elixir on any NPC or on a married in member of the household but only on the DAY the are married in. (Also restricted by Paranormal)
  • SEASONS
    • Sims may not participate in online dating. (Also restricted by Science, Communications and Entertainment)
    • Your sims may not attend any of the seasonal festivals. There is too much crime and chaos in the region for local authorities to permit that kind of large scale, public gathering.
    • Gifts
      • You may not give gifts to other sims.
      • Any gifts given to you must be left in Family Inventory for the rest of the challenge.
        • NOTE: You may not remove any gifts from your Family Inventory even after this restriction is lifted.
      • Any gifts you receive that land in your personal inventory must be placed into your family inventory and left there.
  • UNIVERSITY LIFE
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Sims traveling into the future may not visit their descendants at their homes until they have met them in public and gotten know to them better (must be friends or better to enter their dwellings).
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
      • Beloved Animal
      • Fearless Foals
      • Festival Frequenter (also restricted by Military)
      • Fireproof Homestead
      • Friend of the Herd
      • Hotel Mogul (also restricted by Business, Politics and Military)
      • Inappropriate in a Good Way
      • Jetsetter
      • Long Distance Friend
      • Prepared Traveler
      • Raised by Wolves
      • Super Nanny
      • Uncharted Island Map (also restricted by Military and Naturalist)


Out of the shadows shines a light. While they work in secretive and mysterious ways, the recently re-instated SCIA brings trust back into everyday living. With thoroughly checked out agents filling the ranks, operatives are sent out to clearly distinguish friend from foe. Information travels quickly and soon everyone knows who is trustworthy and who is not.

As the paranoia fades, a sense of community blossoms. Sims ask questions of their neighbours to learn about them. Gifts are no longer looked upon with suspicion. No longer paralysed with worries about bandits and looters, Sims find ways to furnish their homes more comfortably. The Law Enforcement - International Super Spy restrictions are lifted.
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FORENSICS


The combination of stress of living in fallout with the lingering radiation in the air has had a terrible effect on the minds of the elderly. Older minds decay faster and senility sets in early and badly. Surviving to elder hood in this new world is both a blessing and a curse.

METHODS

  • BASE GAME: Law Enforcement - Dynamic DNA Profiler branch to lift this restriction
    • Prerequisites - NONE
    • "Go ahead and call for help, nobody will listen."
      • Reach Level 10 of the Dynamic DNA Profiler branch of the Law Enforcement Career
  • UNIVERSITY LIFE: VIDEO GAME DEVELOPER-ARTIST
    • Prerequisites - University Life Expansion
    • "Video killed the radio star, video killed the radio star, in my mind and in my car."
      • Reach level 10 in the Artist branch of the Video Game Developer career.

RESTRICTIONS

  • BASE GAME
    • Once any Sim grows into an elder, you may no longer issue any direct commands to them, nor cancel any of their actions. You may still cancel actions that would otherwise break another restriction (such as playing computer games). You may also direct an elder to quit their job if they happen to miss a day of work with the Master Thief restriction still in effect.
    • Elder sims that have less than 10 Athletics may not leave the lot for any reason, including going to work or community lots. (Also restricted by Espionage)
    • Elder sims may not be directed to move out. (Also restricted by Military)
      • If Military is clear, an adult or young adult sim moving out may take an elder with them regardless of their Athletic Skill.
    • Another sim may direct elders by calling them to a meal, asking them to watch TV, play chess, cuddle on the bed, etc.
  • WORLD ADVENTURES
  • AMBITIONS
  • LATE NIGHT
  • GENERATIONS
  • PETS
    • Elder pets are bound by all Forensics rules
    • Elder pets with less than 10 hunting skill may not leave the lot for any reason
  • SHOWTIME
  • SUPERNATURAL
  • SEASONS
  • UNIVERSITY LIFE
  • ISLAND PARADISE
  • INTO THE FUTURE
    • Elders may not travel to the future. Their minds are already compromised and the trauma of time travel would kill them outright. (Also restricted by Alien Technology )
      • If your sim turns elder while in the future, they may not come home. If you do not have family or an heir in the past to continue the challenge, you loose the challenge outright because you were not able to restore the world.
      • Children born to the heir in Oasis Landing may not travel back to the home lot in their parent's time without the parent going along. These children ARE able to lift restrictions and they ARE able to be heirs or spares - but you lose the challenge if they get stuck in the future.
  • STORE CONTENT
    • NOT ALLOWED
      • TBD
  • LIFETIME REWARD RESTRICTIONS

Once a bright and resourceful Forensics examiner is produced from the family, a push to help the Elderly remember details of crimes in order to testify or confess begins. Soon the senility is reversible and preventable. The Forensic restrictions are lifted.
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Communications

COMMUNICATIONS


All sorts of mayhem is going on. Food riots, zombie attacks, and a broken chain of command have taken their toll. Civilization barely hangs by a thread while murder and mayhem reign in the streets. Because of very limited bandwidth, citizen communication is sharply curtailed; the martial law conditions mean that they are also forbidden any sort of privacy.

METHOD

  • BASE GAME: JACK OF ALL TRADES
    • Prerequisites - None
    • When you have eliminated the impossible, whatever remains, however improbable, must be the truth." Sherlock Holmes
      • Your sim just can't seem to settle on one thing, and as a result they have become proficient in many different things. As such, they have some unique perspectives on what people do in their off time, and they watch all the time, what is happening in the town around them. They have even been known to hack into a few confidential files in order to know more about the folks they do odd jobs for.
      • You may not select this method unless:
        • You have Military unlocked and rolled Communications.
          • Note that the founder may do this, as normal, even though Military has not been unlocked. Similarly, note that only Sims that are at least Young Adults may seek employment via the random method.
        • or You have Journalism and Military lifted and can just choose what you want to lift.
        • or You have Late Night installed, and the Film career is offered via the paper or computer.
        • or You have University installed, and the Video Game Developer career is offered (you must have reached Nerd 10 for this to occur).
      • Reach career level 4 in Business (you need funding...), Criminal (... not all of it legal ...), and Science (for the technical know-how).
        • You may freely switch from whichever of these you choose first once you reach level 4 to the other, regardless of any restrictions such as Journalism or Master Thief .
      • Reach skill level 10 in Logic and Charisma.
      • Complete 3 of the 5 Charisma Challenges.
  • LATE NIGHT - MOVIE DIRECTOR
    • Prerequisites - Late Night Expansion Pack
    • "But who can decide what they dream? And dream I do..."
      • Reach Level 10 of the Movie Director branch of the Film Career
  • UNIVERSITY LIFE: VIDEO GAME DEVELOPER - ENGINEER
    • Prerequisites - University Life Expansion
    • "This is the dawning of the age of Aquarius"
      • Reach Level 10 of the Engineer branch of the Video Game Developer Career

RESTRICTIONS

  • BASE GAME
    • There is a severe shortage of computer bandwidth, the telephone lines and television cable signals are having issues as well. Even getting the components for playing around on the TV or other devices are in short supply.
    • COMPUTER USE
      • Sims may only use the computer for writing (Also restricted by Science. The computer is basically a typewriter until Science is clear).
      • Sims may not play games on the computer, nor may they play video games on the TV or with the virtual reality helmet.
      • Nor may Sims Work From Home. There is no internet access for it.
      • These restrictions are in place until the Communications restriction is lifted
      • There are further restrictions governing computer use in the Science and Espionage categories.
      • Sims that are currently trying to lift the Communications restriction may use the Hacking interaction. Otherwise, this interaction requires both Science and Communications to be lifted.
    • TELEPHONE USE
      • Sims may only use the telephone to invite Sims over, or for quitting work.
      • NOTE: Military restrictions still apply for inviting sims over. In summary:
        • If you do not have a car, you must have a Good Friends or a Romantic relationship with a sim to invite them over any day of the week.
        • If you have a car, you may invite anyone with a friends and higher relationship, and anyone you have a romantic relationship over any day of the week.
        • See Military for further details.
      • Telephone restrictions are temporarily suppressed on Mondays and Thursdays for your family, when your sims may call any sim in their relationship panel all day long. (Of course, Military restrictions still apply for inviting Sims over). You may answer the phone if someone calls you. It is their day to use the telephone.
        • This means that if you want to use Invite Over Next Ranked Chess Opponent, you must do so on Monday and Thursday. If Military is not yet lifted, this call must also be made within the curfew. If Espionage is not yet lifted, the chess table for the match will have to be outside, either on your lot under an awning or roof, or at a park.
    • TELEVISION USE (Also restricted by Science)
      • Sims may only watch TV between the hours of 5 PM and midnight on weeknights. They may watch all day long on Saturday or Sunday. (also restricted by Entertainment)
      • Sims may not watch the mystery channel on TV.
    • OTHER
      • Sims may not lock their doors or fences.
        • If culinary restrictions are still in place, the door to the pantry may still be locked. (You may lock your refrigerator in a room.)
      • Kleptomaniac sims may not choose to steal anything from other sims or properties, nor can they return what they have stolen autonomously.
      • You may invite Sims over for ranked chess matches on Monday and Thursday between 6 AM and 7 PM (unless Military is lifted, in which case you can invite them over at any time as there is no curfew).
        • If the invited Sim is one that you could not normally interact with, you may still challenge the Sim to a ranked game of chess. You may even challenge them multiple times if necessary, although if Military is not lifted they must leave by midnight. Once you beat them, you must immediately ask them to leave.
        • If Espionage is not lifted, the Sim may not be invited into the house (unless they are already a Friend), so the chess set must be outside.
  • WORLD ADVENTURES
  • AMBITIONS
  • LATE NIGHT
  • GENERATIONS
  • PETS
    • May only use the phone on Monday or Thursday to adopt a pet. Also restricted by Business.
    • May only use the phone on Monday or Thursday to Place a pet for adoption. Also restricted by Business and Espionage.
  • SHOWTIME
  • SUPERNATURAL
  • SEASONS
  • UNIVERSITY LIFE
    • Sims may not learn photography. (Also restricted by Science and Architect.)
    • Sims MAY set permissions on their doors while at University to keep pesky dorm mates out, or allow romantic interests in.
    • Doors in the main neighborhood may not be locked or restricted, except the pantry door if culinary is not lifted.
    • The Upload Resume feature on the phone/computer is restricted as normal; you may use it only on Mondays and Thursdays. (Also restricted by Education, Espionage, Military, Politics, and Science).
  • ISLAND PARADISE
  • INTO THE FUTURE
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
      • Observant

One day, everything blows up - figuratively. Your sim was working at the store, bagging groceries for the administrative assistant of the big Tycoon at the local office complex. She was talking about the shady dealings happening between her boss and the mayor. Your sim decided to dig up a little dirt and found out that these two characters are selling the town's bandwidth to the coach at the stadium in exchange for free tickets in to see the games. THAT is why no can make calls or use the computer or even watch TV most of the time! Your sim goes public with this information, posting it all over the blogosphere, taking all their evidence to the police. The Special Crimes unit conducts a SWAT style raid on the Mayor's office, the Business offices and the Stadium, arresting all three perpetrators in this selfish and damaging scam. Internet, cable and phone services are restored to their normal functioning parameters for the residents of your town. Communications restrictions are lifted.





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JOURNALISM


The presses went silent the day of the great devastation. Sims everywhere have been without solid news ever since the great bubble burst and rumors run rampant, doing more harm than good to the recovery efforts. A sim in the family decides enough is enough. The truth is out there and they WILL find it, one way or another, and they will make sure that truth is broadcast far and wide to a population dying for it.

METHOD

  • BASE GAME: JOURNALISM
    • Prerequisites - None
    • "The power of the written word can move armies, quell rebellion and stir imaginations for a lifetime." unknown
      • Reach Level 10 of the Journalism Career

RESTRICTIONS

  • BASE GAME
    • When Sims use the paper to Look for Job, they may only select the first of the three jobs that appears in the paper that day. The 2nd and 3rd jobs may not be taken.
    • Because there are multiple ways to clear different restrictions, if you prefer to use an alternate method you may refuse the job offered and walk to get the alternate method. For example - you look in the paper and get offered Music and Symphonic is already clear so you will do Rock Star. This is a method to clear Entertainment. Entertainment has 3 other methods to clear the restriction - Singer, Actor or Stylist. You are allowed to turn down the Rock Star job but you must immediately decide which one of the alternate methods you will use and walk to get that job. There are additional requirements for taking University Life Faction jobs. See University Life below for those rules.
      • If Science and Communications are cleared, sims may look on the computer.
      • If Military is cleared, sims may use the random dice method of choosing their job and walk to the venue lot to get their job. (Refer to Set Up for the jobs table) They can do this without an escort even if Espionage isn't clear since it is job related.
        • A sim must be a young adult before they may determine their job in this manner, in keeping with the news paper and the computer only offering careers and professions to young adult sims and older.
          • EXCEPTION: IF Master Thief and Espionage are cleared, your teen age sims may get part time jobs through the paper, the computer or or by walking to the venue and getting one there.
      • If a rabbit hole job is in your Network, you MAY attempt to random for a job there ONE TIME for the sim looking for a job. If you fail to land on that job, you must use the paper or computer and take the first available uncleared job that comes up.
      • If you have multiple Sims looking for jobs, they need not all use the same method. If you have cleared Military and Science, and have 3 Sims looking for jobs, then in a single 24 hour period Sim 1 can check the paper, Sim 2 can check the computer, and Sim 3 can roll. See How Can I Get A Job for details.
    • The paper may not be used at all for any other purpose other than finding a job or recycling.
    • Sims may only have only ONE bookshelf for the household, and it must not have a Fun score greater than 2 and no environment score. (Also restricted by Business)
    • The only books that may be read are skill books, books written by family sims and books received as material for Job Opportunities. (Also restricted by Entertainment)
      • If your sim gets a book from a shelf that is NOT one of the above you must cancel the action.
        • I find it easiest to just delete the 2 or 3 novels that come with a bookshelf and only put skill books, opportunity books and family written novels there.
      • If a sim who has been married into the family has a non-skill book, or non-career related book in their inventory, you may choose to keep it or sell it immediately as part of the resources brought in by the arriving spouse. If you keep it, it must be put in a storage chest (or otherwise made inaccessible) for future generations to read later.
    • Sims may not use the Library at all.
      • If you have a Library in your Network, you may have the library designation stripped from it in Edit Town (go to edit town, click on the lot in question and change lot designation to Small Park.) Lots changed in this way may be changed back into libraries once Journalism is cleared. If you do this, you MAY go to the "Library" before Journalism is lifted, but you may not interact with any books, computers, or similar objects - it will be used only as a location to meet and interact with other Sims. Once you lift Journalism and restore it to "Library" designation, you may interact with the objects as normal.
    • Sims may bring any book from home to read on community lots
    • Sims may not purchase books from the bookstore, book registers or from the consignment store except on day 1 of the challenge when they are allowed to purchase any skill books they desire. Song books are further restricted by Entertainment. Recipes are further restricted by Culinary. Purchasing any book is also restricted by Business.
    • Computer use
      • As stated above, you are allowed to use it to write novels and search for a job if Science has been cleared.
      • You may NOT do research on the computer at all
  • WORLD ADVENTURES
    • Sims MAY bring home any skill books from the book sellers. Of course, they may not buy them unless Business is cleared.
    • Sims may bring home any books they find in tombs in their family inventory (may use the put away books from family inventory interaction once back home)
  • AMBITIONS
  • LATE NIGHT
  • GENERATIONS
    • Teen, Young Adult, Adult and Elder sims may not read children to sleep.
    • Child sims may not read with toddlers.
  • PETS
  • SHOWTIME
    • Film - Director sims may not write screenplays
  • SUPERNATURAL
  • SEASONS
    • You MAY write only one love letter per day.
  • UNIVERSITY LIFE
    • Sims may increase their faction points in any legal way available in addition to buying them with lifetime reward points once Hopelessness is clear, but they must earn one point before they can buy a point.
    • If a sim maxes their faction and is offered a faction job via the pop up, they may not take the job until journalism is cleared unless it is offered to them in the paper. Sims that have maxed a faction can be offered faction jobs in the paper or on the computer.
      • If you are offered a job in the paper that has a UL alternate method to clear that jobs restriction, you may turn down that job and start an internship to get enough experience to take the faction job.
      • Building your faction points is your internship for the job you were offered. Be cautious when doing this because this is your job and you don't get fired from an internship as you are free labor. Once you prove your worth you will get offered a paying job.
      • If you already have enough faction points, you may check the paper (or computer if Science is clear) each day until you are offered the job.
    • Sims may read from their text book
    • Sims may study from their text book
    • Except for the founder, Sims may not purchase any books while at University
    • If a Sim returns from University and applies for a job via the Upload Resume interaction with the phone (restricted by Communications except on Mondays and Thursdays), they must randomly select from any jobs offered, but they may exclude from the random options any job relating to a restriction that has already been lifted, or is in the process of being lifted.
  • ISLAND PARADISE
  • INTO THE FUTURE
  • STORE CONTENT
    • ALLOWED items and activities
      • tbd
    • NOT ALLOWED
      • tbd
  • LIFETIME REWARD RESTRICTIONS
    • Bookstore Bargainer
    • Acclaimed Author

Once a Star News Anchor arises from the family and reports on the shocking lack of the written word in the world, expounding upon the effect this has had on students both young and old, a new push for literature is made in the land. Books of all kinds are suddenly in great demand and your sims realize there are a world of books to be explored and written. The journalism restrictions are lifted.

NOTE: Once Journalism has been cleared, you may take any job in the paper, any job on the computer (once Science is cleared) and any job you are allowed to walk to (taking into account Military restrictions)
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MASTER THIEF


With government regulators unable to enforce fair labour laws and the remaining businesses able to mistreat their workers who are desperate to keep their jobs, standards of employment have gone down the drain.

IMPORTANT NOTE:

The Criminal career suffers from a "promotion after midnight" bug. Every time you are promoted on a shift that spans midnight, the next day of work you will receive no credit for working until midnight passes (it will say "Going to Work") although you will still be considered missing work if you do not go in. It may also cause you to have to go in on days that you do not work. YOU ARE NOT PERMITTED TO USE CHEATS OR MODS TO AVOID THIS. In particular, you cannot use Master Controller to force your Sims to go to work or to reset Job Performance to where it was before. This is because mod-less players would be unfairly disadvantaged if this were allowed. Of course, nobody is policing your private games - do what you like there - but please respect this for tournament purposes.

We now return you to your regularly scheduled discussion of the Master Thief restriction.

METHOD

  • BASE GAME: CRIMINAL - MASTER THIEF
    • Prerequisites - NONE
    • "White hot iron, red hot iron, cold black iron. An iron taste and iron smell, and everywhere an iron sound." - Bleakhouse
      • Reach Level 10 of the Master Thief branch of the Criminal career
      • NOTE: If you get arrested you do NOT have to quit your job. Getting arrested during the Criminal career tracks is part of the job. You may make friends while in jail, or work out. Treat it as if you are at work while there.
  • UNIVERSITY LIFE: ART APPRAISAL - ART ACQUISTION BRANCH
    • Prerequisites - University Life Expansion
    • "Tie up your loose ends one by one; your time is almost through."
      • Reach level 10 of the Art Acquisition Branch of the Art Appraisal career

RESTRICTIONS

  • BASE GAME
    • Sims must take what ever job is available on the first day they look for employment.
      • Because there are multiple ways to clear different restrictions, if you prefer to use an alternate method you may refuse the job offered and walk to get the alternate method. For example - you look in the paper and get offered Music and Symphonic is already clear so you will do Rock Star. This is a method to clear Entertainment. Entertainment has 3 other methods to clear the restriction - Singer, Actor or Stylist. You are allowed to turn down the Rock Star job but you must immediately decide which one of the alternate methods you will use and walk to get that job. There are additional requirements for taking University Life Faction jobs. See University Life below for those rules.
      • If Journalism is cleared, they may choose from all the jobs listed in the paper.
      • If Science is also cleared, they may choose from all the jobs listed on the computer.
        • If Military is also cleared, sims may choose what ever job they want by walking to the rabbit hole and getting that job.
      • If Military is cleared but Journalism is NOT cleared, you may roll randomly on the employment table found in Set Up and walk to the job you get based on your die roll.
      • If the only job(s) available are already lifted, or are in the process of being lifted, you may turn down the offer and check again the next day.
      • If you are still unsure how to get a job with the restrictions you have lifted, please refer to this chart.
    • While at work, sims may not slack off or sleep - they must choose one of the other options available to them.
      • This includes the hours affected by the promotion after midnight bug.
    • Sims may not take unpaid time off.
    • Service sims may not be hired. (Also restricted by Business and Espionage.)
    • Sims may not hire or fire employees for owned rabbit hole venues.
    • If you get an opportunity pop-up to change jobs you are allowed to take it if you wish.
    • Only Young Adults and Adults may get new jobs, careers, or self employment opportunities.
      • Elders and Teens may not get new employment of any kind.
      • Elders and Teens may still sell fish, vegetables, or /paintings if Business has been lifted, and they may collect royalties on books they write.
      • When a sim turns into an elder they may continue to work if they choose and they comply with existing restrictions.
        • Elders may quit work (even though Young Adults and Adults may not) since they are not allowed to retire.
        • If Forensics has not been cleared, Elders must have an Athletics skill of 10 to continue working.
        • If Forensics has not been cleared, Elders may not be given any commands at all - to either start doing something or stop doing something (except to keep them breaking a rule). If they manage to get to work without being late, let them keep working. If they are late or miss work entirely for any reason, they must quit their job. That is the only command you can give them.
    • If a sim becomes pregnant, they must immediately quit their job.
      • It is recommended that you choose to have children either before entering the work force or after you have cleared your job.
    • If a sim is late or misses a day of work for any other reason, they must quit the job. (You are allowed to take one blooper and keep your job. Thereafter, your sim MUST quit.)
      • See EXCEPTIONS below, under the Generations category.
    • If a sim loses employment in a career for any reason (quitting or being fired) they may never take a job in that career again.
    • Sims may not quit jobs without good reason - the following reasons require you to quit
      • They must be fired outright
      • Get demoted
      • Be late for work,
        • You are considered late for work as soon as the carpool leaves. As long as you make it into the car in time, you're OK.
        • You may not intentionally be late to work.
      • Have a pregnancy that forces them to miss a day,
      • Age up into an elder with less than 10 Athletics points (assuming Forensics has not been lifted).
        • It is considered cheating if you purposely make your sim late for work in order to quit the job, and similarly cheating to deliberately arrange to get fired by having rotten moods to lower job performance. It is difficult to stay happy, but you should avoid deliberately going to work with a mood 'in the red'. Cheating in any of these or similar ways means that you lose the challenge.
    • You may have Sims quit working on any Optional Clears restriction or Alien Technology. However, they are not allowed to attempt to lift the restriction again (Alien Technology Sims may attempt it through a different method, just not the same method).
    • If your Sim leaves work early for any reason, you must immediately send them back to work. You may not intentionally leave work early.
    • Spouses MAY quit (but are not required to) on the first day they enter the household.
    • If your sim has topped a career, they MAY quit and get a different job if you desire, but they can only clear the restrictions on that first career they entered
  • If you are in a career that suffers from the "Promotion After Midnight" bug, there are some extra notes:
    • If your Sim expects to go to work on what should be a day off, you may if you wish skip that day without penalty. Note that you will lose job performance if you do, but that is your decision. You may go to work as normal, and you may leave early if you wish; note that your Sim will not leave automatically on such days so you'll have to watch them.
    • On work days directly after a promotion, you will not be credited with job performance until after midnight. However, in this case you must still go to work - it is only on what would properly be a day off that you may optionally skip it.
  • WORLD ADVENTURES
  • AMBITIONS
    • Elders and Teens may not be Self Employed, though they may still collect book royalties (or, if Business has been lifted, sell paintings, sculptures, inventions, fish, or vegetables). The union bosses don't like it.
    • If you work from home as Self Employed (as a writer, painter, etc), you may ignore the restriction about needing to give up work if you miss a day.
  • LATE NIGHT
    • Elders and Teens may not seek employment by moonlighting as a Mixologist, nor by playing in a band.
  • GENERATIONS
    • When you are forced into days off for graduation or marriage, you must quit your job UNLESS you have a friends relationship or higher with your boss. You have until the end of the time off period to raise the relationship high enough to keep your job. For example, let's say you graduate on a Monday when you were supposed to work; your next shift is a Tuesday. You have until when you start work on Tuesday to make the friends requirement.
      • If you currently do not have a boss because they died or retired, you must have a friends or better relationship with any of your co-workers
      • If you currently have neither co-workers nor boss, you must have at least 3 good friends in other fields (they pull strings within their own circle of influence for you)
        • Note that your fellow Professionals are considered co-workers for this purpose. If you are a Fireman, or a Stylist, for example, you may count the Sims that work with you as co-workers; as long as you have a friends or better relationship with any of them, you need not quit for forced days off.
      • Spouses just being married into the family will be exempt from having to know their boss or lose their job because of the forced days off due to the wedding. Since they were NOT controllable until you moved them in, you couldn't ensure they kept their nose brown
      • However, Spouses may quit their job on the first day they move in if desired.
  • Pregnant sims must still quit their jobs immediately.
  • If your Sim misses the carpool because her queue gets stomped with scolding teenagers for missing school, you must send her to work immediately afterwards. You do not have to quit as long as you would have made it had the queue not gotten stomped.
  • PETS
  • SHOWTIME
    • If your performer completely misses a scheduled gig, they must quit their job.
  • SUPERNATURAL
  • SEASONS
    • Sims are not forced to quit their jobs because of the day off for festivals. NO one is working on those days, not even the boss.
  • UNIVERSITY LIFE
    • Sims attending University may not take Day Jobs from the reader boards
    • Sims may not go into University rabbit hole buildings to do side jobs (donate blood, be a test subject, pose nude, etc)
    • Sims may not moonlight at the barista bars
    • Sims may not correlate scientific data for money
    • Sims may not complete dares that involve doing jobs
    • Sims MAY get financial aid one time per week
    • Sim Teens who have built their faction to level 8 with any of the groups will gain an extra trait and may random for the trait. If Education has been lifted they may choose it themselves.
    • FACTION JOBS:
    • Sims MAY work on increasing faction influence as early as the game will allow them to.
      • If Journalism is clear: Sim Teens who have reached level 10 in a faction ARE allowed to take a faction job upon ageing up to Young Adult
        • You may "hold" your faction at 9 in order to age up to Young Adult and graduate (if you have Generations) so as not to get stuck with an unwanted day off.
        • You MUST decide immediately upon aging to Young Adult and before looking in the paper, whether you will take the faction job or whether you will take a different job.
        • You may NOT take a job in the standard manner, decide you don't like it and then work your faction to get the Change Job opportunity unless Master Thief has been cleared.
      • If Journalism is NOT clear: If a sim maxes their faction and is offered a faction job, they may not take the job unless it is offered to them in the paper or on the computer. Sims that have maxed a faction can be offered faction jobs in the paper or on the computer.
        • If you are offered a job in the paper that has a Uni alternate method to clear that jobs restriction, you may turn down that job and start an internship to get enough experience to take the faction job.
        • Building your faction points is your internship for the job you were offered. Be cautious when doing this because this is your "job" and you don't get fired from an internship as you are free labor. Once you prove your worth you will get offered a paying job.
        • If you have enough points for the job but had to turn it down, you may refuse the job offered and look at all the jobs in the paper (or computer if Science is clear) until you are offered the faction job alternative.
  • ISLAND PARADISE
  • INTO THE FUTURE
  • STORE CONTENT
    • ALLOWED items and activities
      • tbd
    • NOT ALLOWED
      • Black Jack Table (also restricted by Business)
      • Slot Machines (also restricted by Business and Science)
      • The Lucky Simoleon Casino
  • LIFETIME REWARD RESTRICTIONS
      • Opportunistic (also restricted by Business)
      • Professional Slacker
      • Vacationer

Once a sim from the family follows the path of Robin of Loxley, they expose the corruption of the town's officials in a grand public display on the courthouse steps. Little do they know that the federal labour enforcement agents are also in attendance. Confronted by the federal agents, the labour leaders agree to follow the proper labour laws. The Criminal - Master Thief restrictions are lifted.
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MEDICAL


The plumbing has been severely damaged in the region. Water brought to the house is dirty and unsanitary. To make things worse, local drug stores have been cleaned out by looters.

METHOD

  • BASE GAME: MEDICAL
    • Prerequisites - None
    • “It’s the dark ages once again.”
      • Reach Level 10 of the Medical Career
  • ISLAND PARADISE: Lifeguard
    • Prerequisites - Island Paradise Expansion
    • "And someone saved my life tonight sugar bear; you almost had your hooks in me didn't you dear?"
      • Your sim, commissioned to pull the dead out of the contaminated oceans, has learned the medical techniques to revive his fellow sims and in the process also learns what it will take to purify the waters.
      • Reach Level 10 in the Lifeguard profession
        • A Sim attempting this method may join the Lifeguard profession even if Symphonic is not lifted.

RESTRICTIONS

  • BASE GAME
    • Sims may not go to the hospital to receive medical advice.
    • Showers and bathtubs of all types may not be purchased or used at home or on a "community lot.
    • The household may only have one sink and one toilet.
    • Dish washers may not be purchased or used.
    • Pools may not be built or used. There isn't enough clean water to waste on recreation. (Also restricted by Athletic. Outdoor pools are further restricted by Naturalist and Symphonic).
    • Sprinklers may not be used (also restricted by Science and Naturalist).
    • Whenever Sims woohoo, they MUST choose “Try for baby”. If ‘try for baby’ is not an option when it reasonably SHOULD be, they may not woohoo. (Unless the sim is already known to be pregnant, too old to get pregnant or the two Sims woohooing are the same gender and you are not using a polinator mod for a homosexual legacy).
    • If you have any hampers available in buy mode, you must own one. For example, Ambitions or Generations both introduce hampers, as do several expansion packs.
      • You may delete piles of dirty laundry as they accumulate; they are zero value objects.
    • Sims may not use laundry facilities (also restricted by Science). What fresh water remains available is too precious to waste on clothes.
      • This includes going to a laundromat or purchasing a washing machine.
  • WORLD ADVENTURES
    • Sims may not buy or use Shower in Can.
  • AMBITIONS
    • See above for hamper and washing machine rules.
  • LATE NIGHT
    • Sims may not purchase or use hot tubs of any kind (also restricted by Architect if over $1000).
    • Sims may not purchase a cure for vampirism.
  • GENERATIONS
    • Sims may NEVER use the Young Again Potion Lifetime Reward. This is never lifted
    • Once Medical is clear, Sims may give theYoung Again Lifetime Reward to NPCs or a married in spouse but only on the first day they move in. (also restricted by Paranormal)
    • Children may not play submarine in the tub (also restricted by Entertainment).
    • Sims may not use the slip n slide (also restricted by Naturalist and Entertainment)
    • Adults may not Woohoo in the shower, the tree house or other odd places. They can only woohoo in bed (they have to watch after the kids and don't have the freedom for all those imaginative places)
    • Sims must own a hamper.
      • Note that if you are playing with Generations and not Ambitions, you won't be able to do the laundry even once Medical is lifted. But you have to have the hamper on the lot until Medical is lifted.
  • PETS
    • Sims may not get plastic surgery (also restricted by Entertainment).
    • May not bathe animals.
    • May not purchase the cat Litter Box.
  • SHOWTIME
    • Genies may not magically clean anything (objects, the house, Sims). (Also restricted by Paranormal).
  • SUPERNATURAL
  • SEASONS
  • UNIVERSITY LIFE
  • ISLAND PARADISE
    • Only sims in the Life Guard Career may go into the ocean to save drowning sims.
    • Sims may not use the All In One shower
    • Sims may not turn into mermaids
      • Essentially, prior to being able to fully immerse in a pool or a bath tub, a Mer-sim will revert back to human in a few days.
      • Mer-sims who are not able to at least stay wet in a shower will dry out and die in a few days
    • Sims may not snorkel or go scuba diving (also restricted by Athletic, Military, Naturalist, and Symphonic)
    • Sims may not use the "Liquid Pro Quo" Pool Bar (also restricted by Culinary, Symphonic, Athletic, and Entertainment.)
    • Sims may not use the Windsurfer (also restricted by Military, Naturalist, Symphonic, Athletic and Entertainment)
  • INTO THE FUTURE
    • Except for sims attempting to lift Alien Technology via the ITF method, Sims may not use the Sonic Shower (also restricted by Science).
  • STORE CONTENT
    • NOT ALLOWED
      • May not visit the Serenity Retreat Venue
      • Steam It Up Sauna (also restricted by Science)
      • Dirty No More Changing Station
      • Leon's Fountain of Youth (also restricted by Alien Technology and Paranormal)
      • The Not So Routine Machine (also restricted by Alien Technology and Science)
      • Swiftgro Gardening Station (also restricted by Naturalist)
      • Infinite Zen Massage Table (also restricted by Athletics)
  • LIFETIME REWARD RESTRICTIONS
      • Animal Expert (also restricted by Science and Paranormal)
      • Dirt Defiant
      • Fertility Treatment
      • Immune to Cold
      • Immune to Heat
      • Lungs of Steel (also restricted by Athletics)
      • Mermadic Kelp (also restricted by Naturalist)
      • Never Nauseous
      • Permanent Mermaid
      • Portal Immunity
      • Simmunity
      • Speedy Cleaner
      • Steel Bladder
      • Strong Stomach
      • Vomit Machine
      • Young Again (also restricted by Paranormal)

Once a leader in the medical field emerges from the family, they lead the Green Cross restoration effort. This restores clean running water to the region and brings supplies of medicine and contraceptives to the people who need it. The medical restrictions are lifted.
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MILITARY


The mobs of radiated zombies wandering the streets make it unsafe to travel anywhere but a select few highways. Neighborhoods are scattered as nobody is willing to risk traveling just to visit with friends. The roads to and from local colleges are blocked. Your founder just barely made it back to the neighborhood.

METHOD

  • BASE GAME: MILITARY
    • Prerequisites - None
    • The government advises all citizens to lock their doors and remain indoors.”
      • Reach Level 10 of the Military Career

RESTRICTIONS

  • BASE GAME
    • Sims may not travel outside their own Network except to go to school and to work.
      • You will define your sims Network at the beginning of the challenge. It shall be comprised of the following lots: 3 neighbors, one rabbit hole, a big park and one non-park community lot
        • These are the only lots you can visit until Military restrictions are lifted
        • Remember that this Big Park must conform to the Allowed/Not Allowed lists on the Set Up page. (You may NOT use the Festival Grounds as your Big Park.)
        • Sims MAY visit the 3 neighbors and the Big Park during allowed hours
        • Sims MAY complete opportunities at the rabbithole or visit the lot during allowed hours. They may NOT perform any restricted actions such as registering as self-employed before Politics is clear should they choose the City Hall as their rabbithole lot.
          • Lots do NOT have to be editted to conform to restrictions still in place but your sims may not interact with any objects that are currently banned on the lots. If you become owner of the lot, you still do not have to delete restricted items, although you have to follow all restrictions still in place when buying anything new. (Buying also restricted by Business)
        • Sims May only visit the non-park community lot once it's governing restrictions are clear during allowed hours
        • EXAMPLE NETWORK for Sunset Valley based apocalypse
          • Residential lots: Bachelor House, Langerak House, Single Moms house
          • Big Park: That big square park in the middle of the city (unless you are playing with Seasons)
          • Rabbithole: City Hall
          • Non-park: Library
    • Sims from the household may only leave the home lot between the game hours of 6am and 7pm to visit their network connections except to travel to and from work or work related opportunities. They may not visit other sims' houses or go to community lots to socialize with other sims outside these hours.
      • If you have an opportunity at your job, or you are in Education/Business/Entertainment (Rock Star) with meeting/lecture/performance options, you may complete it IMMEDIATELY AFTER your work shift, before you start home. You must return home immediately upon completion of the opportunity.
        • You may stay after work 1 hour to deliver a lecture (Education), hold a meeting (Business), or give a Performance (Entertainment/Rock Star). Immediately upon your meeting/lecture/concert concluding, you must return home.
        • If an opportunity starts more than 1 sim hour after your shift ends, you may not complete it. You must head home within the hour after your work shift ends.
        • You may only loiter for that hour after work in order to complete an opportunity, deliver a lecture, or hold a meeting. If you don't have an opportunity or are not otherwise employed with something work related inside the building, you must go directly home.
        • You may leave for work early, and if you arrive early enough, you may use whatever rabbit hole interactions are legal with that building. For example, if you have lifted Business, you may become a business partner with your work rabbit hole. Note that unless you have lifted Master Thief, you may still not be late for work - so you will need to time it carefully.
      • Your Sims must be on their way home by 7pm, and you may not intentionally increase their travel time (by getting out of the car, stopping at other lots, or whatever).
  • Child and Teen sims have a stricter curfew than adults. They may only be off the home lot between the hours of 8am and 3pm daily. Child and Teen sims are further restricted from leaving the home lot by Espionage.
    • Your Child/Teen sims must be on their way home by 3pm, and you may not intentionally increase their travel time (by getting out of the car, stopping at other lots, or whatever).
  • You may not invite over any Sims… with three exceptions…
    • Espionage governs who can be invited inside your house.
    • If you have a romantic involvement with a sim, you may invite them over at any time. (True love knows no fear.)
    • If you have a car placed on your lot, you may also invite sims over that your sim is friends with.
      • If you do NOT have a car, your sim must be GOOD friends with a sim before you can invite them over.
  • Visitors may come over between the hours of 6am and 7pm, and they may stay until midnight.
  • You may still hail and socialize with walk-bys as normal.
  • Sims may not sleep outdoors (also restricted by Symphonic)
  • Sims may not “Find own place” or otherwise move out of the house. Elder sims are further restricted from moving out by Forensics.
  • WORLD ADVENTURES
    • Sims may not leave the neighborhood to go on adventures. (Also restricted by Espionage, Symphonic, and Politics. Plus Forensics for Elders with less than 10 athletic skill.)
      • Exception: Sims attempting to lift Business via the Multinational Conglomerate method may travel abroad to go on adventures, and all Military restrictions are suppressed while such a Sim is overseas. She is given armed escorts for her protection.
      • Please refer to World Adventures for restrictions while visiting other lands.
    • Sims may not Zeneport places. (Also Restricted by Athletic).
    • You may not own a storage chest (also restricted by Athletic, Business, and Politics; owning more than one chest is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
    • You need not be inside during a full moon (or "zombie day") while travelling. The foreign governments do not consider the zombie plague to be as serious.
  • AMBITIONS
    • Teen and child sims may not complete after school opportunities. They must come home immediately. (Also restricted by Education, and Espionage. - Teens are excluded from the Espionage restriction if they have mastered the athletic skill.)
    • If teen or child sims are invited over to someone's house after school, they may not. They must come home immediately. (Also restricted by Espionage.)
  • LATE NIGHT
    • Sims may not take the subway (it's full of zombies) even if Science has been cleared.
  • GENERATIONS
  • PETS
    • Pet cannot be adopted from neighbors unless the neighbor is in your Network (also restricted by Espionage).
      • Horses are further restricted by Politics
  • SHOWTIME
    • Sims in the Showtime careers (Actor, Magician, Singer) may travel to performance venues to perform gigs, but they must leave immediately afterwards. Unless the venue is in their network, they may not travel there to apply for a gig, and must wait until it is offered. They may do this even if the scheduled performance is outside of the curfew.
    • Performers may only leave their Network to pursue work-related opportunities. They may not do anything else while there.
    • Performers must always follow the curfew when doing their job. The only exception are scheduled gigs.
  • SUPERNATURAL
    • You may not own an alchemy cabinet (also restricted by Athletic, Business, and Politics; owning more than one cabinet is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
  • SEASONS
    • You may not go to beach lots or swim in the ocean. (Swimming is also restricted by Symphonic, Medical, Athletic, and Naturalist.)
    • Occult sims may not play with the Tiki Stone (also restricted by Naturalist)
    • Festival Grounds may NOT be used in place of the Big Park. If a Festival Grounds replaced your Big Park in your Neighborhood you must create a new Big Park.
  • UNIVERSITY LIFE
  • ISLAND PARADISE
  • INTO THE FUTURE
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS

Once a brave general from the family leads the local National Guard in a strike force against the zombie hordes, the streets will become safe to travel again and the military restriction is lifted.
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NATURALIST


Any and all plant life in the region is dead. Nothing grows anymore. Natural and organic food is non-existent. With no plants to hold the soil together, the whole region is plagued with dust storms that block out the sun and whip across the land. Fish, the ones still left, are horridly mutated and weak. The survival of their species is in doubt. Small animals and insects are also on the brink of extinction. As these little creatures go, so goes the hope for Simanity.

METHODS

  • You do not have to have Military clear to attempt this career. If you get the Science job in the paper, you may use that as a basis to begin the Naturalist Clear regardless of the methods chosen.
  • Complete the following three requirements:
    1. Reach level 3 of the Mausoleum Part Time Job. A young adult or older Sim completing Naturalist make take this job regardless of any other restrictions.
    2. CHOOSE ONE OF:
      • ECOLOGICAL THEORY (Base Game)
        • Prerequisites - None
        • "Why do they call it nuclear winter? Because everything is dead. The snow you see is toxic ash.”
        • Reach Level 7 of the Science Career. A young adult or older Sim completing Naturalist may take this job regardless of any other restrictions.
      • EXPERIMENTAL FAUNA (Pets)
        • Prerequisites - Pets Expansion Pack
        • "Real wrath of God stuff - cats and dogs, living together."
        • You must adopt a stray cat, a stray dog, and a wild horse, and train them all to have at least 4 traits each (any traits are acceptable). All the pets must be alive on the lot simultaneously with 4 traits each in order to qualify.
          • Note that you cannot adopt a wild horse unless you have at least 8 points in the Riding skill. You may acquire this skill however you wish; the obvious way is with books, if you have Journalism lifted or were foresighted enough to purchase them at the beginning of the challenge.
    3. CHOOSE ONE OF:
      • ECOLOGY PRACTICE (Base Game)
        • Prerequisites - None
        • "If you give a man a match, he'll be warm for a day. If you set a man on fire, he'll be warm for the rest of his life."
        • Grow a Perfect Garden (8 unique perfect plants at the same time).
          • See below for further restrictions for Fairy Sims.
          • Options for growing a garden without Into The Future or Late Night:
            • A.) If your house is built on a foundation, you can delete some of the foundation inside of your house to expose bare ground. You can use that patch of ground to plant your garden. In order to be able to plant seeds, you have to temporarily delete a piece of surrounding foundation to make a connection between the "room" and the outside world. Don't forget to place it back after you plant all the seeds or your plants will stay dormant.
          • >>>>>> B.) If your house is built on stilts, you will have to build a "greenhouse" - a single room on the ground without floor covering with a sole purpose of growing your garden in. This is an exception from Naturalist rule as you may not normally build any walls directly on the ground. You are, however, required to follow certain rules:
              • - You may only build a greenhouse if you currently have a sim actively working on lifting Naturalist.
              • - You may not build your greenhouse outside of your 8x8 (or 10x10 with Privileged Family advantage) designated area before Politics is lifted.
              • - You may only use the greenhouse for growing your garden. You may not place any other objects in there.
              • - Only a sim working on Naturalist lift is allowed to enter the greenhouse.
            • As with the previous method, you have to first delete a section of the surrounding wall to expose the room to the outside world in order to be able to plant anything, and replace the wall afterwards so the plants won't stay dormant.
(Please, note that you still have to follow Business restrictions about how many build mode objects you are allowed to buy/delete each week when building the greenhouse or "opening" it for planting new seeds.)

        • Present a Perfect Private Aquarium (catch 13 unique perfect fish and keep them in the single fish bowls on the lot at the same time)
        • Both the fish and the plants must be alive to count, but you need not have both fish and plants on the lot simultaneously; it is permissible to grow the plants, allow them to die, and then start collecting the fish (for example).
      • GENETIC ENGINEERING (University)
        • Prerequisites - University Life Expansion Pack
        • "Not only can we improve on nature, we can patent it."
        • Using the Science Station, complete both the Science Skill Challenges.
          • This sim may purchase the science station even if Architect is not clear.
          • This sim may not begin to work on the science station until they begin the 2nd portion of Naturalist (Ecological Theory or Experimental Fauna)
          • Only this sim may work on the science station.
  • If otherwise permitted, you may begin the Mausoleum portion of the requirement as a teen, but all other requirements must wait until your Sim is at least a Young Adult.

RESTRICTIONS

  • BASE GAME
    • Sims attempting to lift this restriction may not garden, fish, harvest plants, purchase/use a fish bowl, or purchase/use the large aquarium until such time as they start the Science career portion of the lift.
    • Any sim may collect seeds.
    • Sims may not "Ask for Herbs".
    • EXCEPT for the sim attempting to lift this restriction, no sim may grow a garden.
      • Sims in the household may help you water your garden. They are not allowed to weed or harvest, however.
    • EXCEPT for the sim attempting to lift this restriction, no sim may fish. The only place allowed for this sim to fish is the ocean. The lakes are still too polluted. This one sim may go to the ocean alone to fish regardless of any other restrictions still in effect but must still obey any curfews still in effect.
    • EXCEPT for the sim attempting to lift this restriction, no sim may harvest any plants from anywhere in the neighborhood.
    • EXCEPT for the sim attempting to lift this restriction, no sim may purchase or use the fish bowl or the large aquarium.
    • Sims may not collect bugs or butterflies.
    • Swimming pools may not be built outside (also restricted by restricted by Athletic, Medical and Symphonic).
    • Outside swimming pools may not be used (also restricted by Symphonic).
    • Sims may not stock ponds with fish.
    • You may not place any landscaping items from the build tab (Flowers, bushes, trees, rocks, etc.)
      • The sim attempting to lift this restriction may still plant fruit trees and grow money trees from special seeds.
    • You may not alter the ground color except to paint a darker mark on the corners of your lot so you can see where your boundaries are.
    • You may not buy or place any items from the “plants/trees/rocks/flowers" menu in build mode.
    • You may not place meteorites you have found anywhere on the ground, they may be placed on platforms or in basements or on pedestals, however.
    • You may not buy vases with flowers from the buy tab.
    • The Family house must be on a dirt or desert landscape.
    • You may not use the recycle bins.
    • Sims may not purchase or use water sprinklers (also restricted by Science and Medical).
    • Sims may not use the water tool from the landscaping menu.
    • Houses MUST be built on a foundation/deck and/or be built on pillars, or be built as a basement aka fall out bunker. (You may still have objects on the ground, but walls may not be placed on the ground level)
    • You may not shop for groceries at the local market.
    • If Culinary is not cleared, sims may NOT keep fish in the refrigerator
    • Autumn Salad, Fruit Parfait and any other dish that requires vegetables or fruits may not be prepared, ordered at restaurants or bought pre-made.
    • Sims may not prepare, purchase from community lots or eat Sushi, Grilled Salmon, Lobster Thermidor or any other dish containing fish.If Culinary is not cleared, sims may NOT store seeds or produce in the refrigerator.
    • Foods that may be prepared and eaten Before Naturalist is cleared
      • If Culinary is not cleared
        • Hot Dogs
        • Tofu Dogs
        • PBnJ's
        • Veggie Roles
        • Cheesessteak
        • Cheese Tofu Steak
        • Hamburger
        • Veggie Burger
      • If Culinary IS cleared
        • Waffles
        • Mac n Cheese
        • Pancakes
        • Ratatouille
        • Shawarma
        • Grilled Cheese Sandwiches
        • Vegetarian Fish and Chips
        • Cookies
        • Spaghetti and Vegetarian Spaghetti
        • Stu Surprise
        • Cobbler
        • Crepes
        • Vegetarian Dim Sum
        • Goopy Carbonara
      • Once Naturalist is clear you may eat any food that does not require the stove or oven to prepare. You are still limited to one meal per day per Culinary restrictions.
      • The special culinary needs of vampires is covered in the rules for Supernatural Sims
  • WORLD ADVENTURES
    • Any sim MAY bring home seeds,fruits,vegetables, insect or mineral collectibles that they find in chests during adventures in China, France and Egypt.
      • If Athletic has not yet been cleared, sims are still restricted to only 3 items in their inventory.
      • As soon as the sim returns home, they must put these collectibles into a chest that they are also allowed to purchase on adventure trips.
    • EXCEPT for the sim attempting to clear Naturalist, sims MAY NOT harvest fruits and vegetables.
    • Sims MAY bring home a storage chest to store their seeds, produce, insects, minerals and fish (pretend it's a cryogenic storage unit for the living organisms).
    • Sims may not place tents on the ground. They must either be on a platform or foundation or in a basement.
    • Sims may not use the Nectar Maker to create nectar (also restricted by Culinary and Espionage).
  • AMBITIONS
    • Sims may not be self employed as Gardeners or Fishersims.
  • LATE NIGHT
  • GENERATIONS
    • Children and Teen sims may not may not play in tree houses (also restricted by Entertainment)
    • Adult sims may not woohoo in tree houses (also restricted by Medical).
    • Tree houses may not be placed on your lot at all.
    • Sims may not use the slip n slide (also restricted by Medical and Entertainment)
    • You may not choose to give flowers to your romantic interest.
    • Sims may not play in the sand or in sand boxes (also restricted by Entertainment).
    • Sleeping bags may not be placed on the ground. They must be placed on a foundation or in a basement.
  • PETS
    • You may not buy the bird cage or bird branch table or the various cages for small animals - nor may you stock them with any kind of bird or small pet
  • SHOWTIME
  • SUPERNATURAL
    • The Pea Shooter may not be purchased or used.
    • You may not place or use the Beehive Box.
    • You may not cook with, purchase or use honey in any way (the bees are sick).
    • The gardening pots MAY be used if desired.
    • All gardens must either be closed in by a fence with a gate locked to household only OR they must be grown in a court yard surrounded by the rest of the house, OR they must be grown indoors in growing pots.
      • This is to keep the zombies out of your vegetables.
    • Fairy Sims are further restricted thus:
      • Fairies must grow one plant to perfection before they are allowed to add another plant to their garden. So if they start with a tomato, they must have a perfect tomato plant BEFORE they are allowed to grow a pepper plant, etc.
      • Fairies must grow 16 unique plants due to their incredible facility with plants.
  • SEASONS
    • Gardens MUST be housed indoors either in an enclosed courtyard with a roof OR in a separate green house.
      • The roof must be removed in the spring in order to plant new trees, and it must be covered over in the winter so the plants will grow and not go dormant.
      • You MAY use the green house set from the store. Keep in mind, it doesn't currently (as of 12/2012) keep out the weather. You will have to "tarp" over your green house with a roof that may be removed in the spring to plant new crops. The roof will allow anything already planted to grow during the winter, however This is primarily for trees as everything else will grow in a pot, which will work just fine indoors.
    • Sims may not make snow angels or snowmen
    • Sims may not swim in the ocean (also restricted by Symphonic, Medical, Military, and Athletic).
    • Sims ARE allowed to ice skate if Athletic is cleared.
    • Sims may not use any igloos that have been built on the ground. They must be on a foundation (ie a deck or on a flat roof, etc)
    • Occult sims may not play with the Tiki Stone (also restricted by Military)
  • UNIVERSITY LIFE
    • Except for Sims attempting to lift Naturalist via the University Life method, no sim may us the science station (also restricted by Science).
    • Except for Sims attempting to lift the Alien Technology restriction via the Think Tank method, no sim may use the Science Research Station or the Group Science Project after the founder comes home from University. (Also restricted by Science)
  • ISLAND PARADISE
  • INTO THE FUTURE
    • The gardening rugs may be used if desired.
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
    • Alpha Pet
    • Friend of the Kraken
    • Gardner's Delight
    • Learned Relic Hunter
    • Lucky Mount
    • Mermadic Kelp (also restricted by Medical)
    • Super Green Thumb
    • Uncharted Island Map (also restricted by Military and Espionage)

Once a brilliant Naturalist emerges from the family, they invent a serum that lets plants use toxic ash as fertilizer without making the plant itself toxic. With this serum in wide supply, the region begins to return to life. Food can actually be grown again and people can have lawns. With plants once again anchoring the soil, the raging dust storms cease and the sky can once again be seen. You have been able to bring many animal species back from the brink of extinction as well. Hardy as they are, these little critters have you to thank for a newly restored food chain. The brains at the Science Facility now call you Mr. or Ms. Charles Darsim. All Naturalist restrictions are lifted.
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PARANORMAL


With the death toll in the thousands, the grim reaper has been pulling long shifts. He is so tired of hearing pleas he has stopped bargaining for the dead. The whole region has become haunted with angry spirits. Your sims have been overwhelmed by the restless spirits rattling pans and eating all the food in the fridge. Some might try to take the hauntings on head on and become a ghost hunter. Others, seeing a quick profit to be had from frightened people, choose to pass themselves off as spiritual seers, even though they might not entirely believe in the supernatural realms. Still others have great empathy for the dead and desire to see them finally laid peacefully to rest. Any way you slice it, something MUST be done to soothe the fears in the community and calm all the paranormal activity that has been keeping the populace up all night.

METHODS

  • BASE GAME: PARANORMAL PRACTITIONER
    • Prerequisites - None
    • " I see dead people....All the time. They're everywhere." Coal Sear - The Sixth Sense
      • You may not select this method unless you have Military unlocked and rolled Paranormal or you have Journalism and Military lifted and can just choose what you want to lift.
        • Remember that you can only use the random method on Sims who have aged to Young Adult.
      • One sim, one very special sim, can see what others only fear to gaze upon - the spirits of their own ancestors. They are not afraid of these apparitions and they realize these embodiment of a former lives are only seeking true and eternal rest. With compassion on one hand and bravery on the other, this sim sets about to convince the local authorities to allocate land for a proper graveyard and convince them that the dead need to buried with the proper rituals and fanfare to sooth them on their way.
        • Only the sim attempting to lift the Paranormal restrictions may interact with ghosts.
        • Reach level 10 of Writing
        • Reach level 10 of Logic
        • Write 3 best sellers in the DRAMA Category
        • Beat a Ghost 3 times at chess
        • Befriend 3 Ghosts
        • Reach level 3 of the part time Mausoleum Career
    • Once a Sim from the household gains 100% relationship (full green bar) with three ghosts on the family lot, they begin to perform rituals to calm down the angry spirits. With the spirits of the dead calmed, the reaper can take a much needed vacation. The Paranormal restriction is lifted. In addition, you do not have to sell and replace beds for the Evil (Criminal) restriction - or otherwise pay protection on them, as your Sim has convinced the mob that doing so will anger the spirits. Graves may be moved to any spot on the lot, even if the Political restriction has not been lifted. The special police of the mayor do not dare interrupt funeral rituals; funerals with many guests, regardless of relationship may now be held for lost loved ones.
  • AMBITIONS: GHOST HUNTER
    • Prerequisites - Ambitions Expansion
    • "Generally you don't see that kind of behavior in a major appliance." Dr. Peter Venkman, Ghostbusters
      • Reach Level 10 of the Ghost Hunter Profession
    • Once a sim reaches level 10 in the Ghost Hunter profession, they capture the spirit of the Ancestral Sim, an ancient ghost who has been disturbed by the cataclysm. It was this spirit that stored up all the protoplasmic energy and drove all the other ghosts insane with it's unrestrained power. Your intrepid sim mediates between the Grim Reaper and the Ancestral Sim to forge a truce that sooth all the wayward and angry ghosts about town. Ghost Hunter has been lifted.
  • SHOWTIME: PROFESSIONAL MAGICIAN
    • Prerequisites - Showtime Expansion
    • "The universe is full of magical things patiently waiting for our wits to grow sharper" EDEN PHILLPOTTS, A Shadow Passes"
      • Reach Level 10 in the Magician Profession.
  • SUPERNATURAL: MYSTIC
    • Prerequisites - Supernatural Expansion
    • “One death is a tragedy. 1,000 deaths are a statistic. Stop bothering me before you become a statistic” –The Grim Reaper
      • Reach Level 10 in the Mystic branch of the Fortune Teller Career

RESTRICTIONS

  • BASE GAME
    • Sims may not plead with the Grim Reaper.
    • You may not buy or use beds with a Well Rested Moodlet Boost over +1 or an Energy Score over 4. Sims just can't rest well with the spirits so uneasy. (See Criminal for more restrictions on bed comfort.)
    • Life fruit, Death flowers and Death Fish are not allowed to anyone.
      • You may not cook ambrosia (which requires both life fruit and death fish). Also restricted by Culinary (for the life fruit) and Naturalist (for the death fish).
        • Sims in your household may NEVER eat ambrosia including playable ghosts.
          • Exception: Sims being married in MAY be fed ambrosia on the day the move in once you are able to prepare ambrosia.
        • You may not feed ambrosia to NPC sims
        • Sims may not feed ambrosia to non-playable ghosts
      • You may not eat raw life fruit
      • You may not keep a death flower in your inventory to give to the Grim Reaper
      • If you find any of these while exploring catacombs or the arboretum or in a chest in a tomb, they must be immediately disposed of
        • if business is cleared, you may sell them
        • if business is NOT cleared, you must put them in family inventory or you may put them on the ground and leave them there.
      • You may not grow life fruit or death flowers, nor may you harvest them in the wild or on other lots.
        • if you get one of these from an unknown seed, as soon as you can identify the plant, you must dispose of it.
        • You may not catch death fish
          • You may not fish in any pool of water where a death fish might spawn between the hours of 10pm and 6am.
    • A family Sim’s grave or urn may not be moved from where it originally appears. It may NOT be moved to the graveyard
      • NPC sim's graves or urns MAY be moved to the family inventory or deleted.
    • Sims may NOT manage the dead at the Mausoleum.
      • If a family sim has died off the home lot, you are allowed to move it to the home lot.
        • If Politics has not been cleared, it MUST be placed within your 8x8 area
        • If Naturalist has not been cleared, it MUST be placed inside
    • Graves and urns may not be sold, even if a sim has smashed them.
    • Graves and urns may not be placed into inventory.
      • EXCEPTION: Gnome graves and urns may be placed into Family Inventory, the same as living gnomes.
      • EXCEPTION: If you are playing a Legacy Occult Ghost challenge, you may place your intended spouse's grave into inventory for use by Oh My Ghost! or otherwise making the ghost playable at the science facility. You may not place any other urns or graves into inventory, and must remove your spouse's urn from inventory as soon as you return to your home lot from the science facility. You can place this urn anywhere on your home lot, regardless of Politics.
    • Sims may not take a tour of or explore the Catacombs at the mausoleum.
    • Sims may not mourn at graves
    • Only sims attempting to lift the Paranormal restrictions via the Paranormal Practitioner may perform social interactions with ghosts or the grim reaper.
    • Playable ghosts MAY use the Return to Netherworld interaction with their own tombstone at any time ("killing" them).
    • Zombie Days - On nights of the full moon (or "Zombie Day", if you do not have Supernatural or choose to play without lunar cycles), Sims must be inside their house by 8pm and may not leave until 6am the next day. You may not go outside for any reason. If your home is on stilts you may not go outside to move to another floor. You must stay where you are.
      • Exception: You may ignore this if you are at work, or for going to work; in such cases, the military give you an escort and provide protection.
      • Exception: As long as you CANNOT cancel the action (vomiting, placing a newborn on the ground, abduction by aliens) you don’t violate the restriction.
  • WORLD ADVENTURES
    • You need not be inside on a full moon (or "zombie day") while travelling. The foreign governments do not consider the zombie plague to be a serious menace, and do not enforce a curfew.
  • AMBITIONS
    • Spirits may not be released.
    • Any sim who is in the ghost hunter career MUST sell spirits before they return home from work.
    • Ghost Sims may not be resurrected at the Science Facility.
    • Only sims attempting to lift the Paranormal restrictions via the Ghost Hunter profession may perform social interactions with ghosts or the grim reaper.
  • LATE NIGHT
    • Sims may not take the subway (also restricted by Science).
  • GENERATIONS
    • Sims in the household may NEVER use the Young Again Potion made with the Chemistry Station or the Lifetime Reward Young Again Potion. This restriction is never lifted.
      • Once Paranormal is clear you MAY use the Young Again Potion or the Young Again LTR on NPC sims or sims married into the household only on the first day the move in. (also restricted by Espionage)
  • PETS
    • Tombstones for Pets you own must remain on your property where they appeared
    • Neighbors and stray pet tombstones may be deleted, placed in family inventory or in your backpack.
  • SHOWTIME
    • Genies may not use their powers to:
      • Clean anything or anyone (also restricted by Medical),
      • Create food (also restricted by Culinary)
      • Banish Sims
      • Ensorcel Sims.
  • SUPERNATURAL
    • Sims may not use the Alchemy Station
    • Only Sims in the Fortune Teller career may give psychic readings
    • Sims may not purchase Elixirs (also restricted by Business)
      • Once Paranormal is clear, any Elixirs purchased may be used regardless of other restrictions still in effect
        • Exception: Fountain of Youth Elixir.
        • Fountain of Youth Elixir can never be used on a sim living in the household. This restriction is never lifted.
        • Once Paranormal is clear the Fountain of Youth Elixir MAY be used on any NPC sim or on a married in sim on the DAY they are married in. (also restricted by Espionage)
    • Sims may not purchase Elixir Recipes (also restricted by Journalism and Business)
    • Sims may not purchase any of the brooms from the Buy menu
    • Sims may not ride brooms at the broom racing course
    • You may not purchase the broom racing course for your home lot
    • Witch sims may not be directed to use their wands
      • As soon as you notice your witch sims playing around with their wands, you must cancel the action ... don't want them going blind or anything, or conjuring apples.
    • Fairies may not use any Auras or spells. (Some are also restricted by Education or Entertainment).
      • They may use other fairy interactions, such as frolic or fairy dust.
  • SEASONS
  • UNIVERSITY LIFE
  • ISLAND PARADISE
  • INTO THE FUTURE
  • STORE CONTENT
    • ALLOWED items and activities
      • tbd
    • NOT ALLOWED
      • Soothsayers Crystal Ball
      • Leon's Fountain of Youth (also restricted by Alien Technology and Medical)
      • Lord Vladimir's Magic Cauldron (also restricted by Naturalist and Culinary)
      • Lady Ravendancer Goth's Book o' Spells
      • Malleable Mimic Voodoo Doll
      • Wishing Well
      • Armored Black Dragon (also restricted by: Education and Super Sim Skilling Store Stuff)
        Red Dragon (also restricted by: Education and Super Sim Skilling Store Stuff)
  • LIFETIME REWARD RESTRICTIONS
      • Alpha Dog
      • Animal Expert (also restricted by Science and Medical)
      • Dusty Old Lamp
      • Immortal
      • King or Queen of Fae
      • Magic Hands
      • Meditative Trance Sleep
      • No Jealousy
      • Stone Hearted
      • Young Again (also restricted by Medical)

Once a sim from the household has reached the pinnacle of ghost hunting or become an accomplished fortune telling scam artist, they begin to perform rituals to calm down the angry spirits. With the spirits of the dead calmed, the reaper can take a much needed vacation and is much more willing to bargain with Sims upon his return. The Paranormal Profiteer restrictions are lifted. In addition, you do not have to sell and replace beds for the Life of Crime restriction any longer, as the cult leader has convinced the mob that doing so will anger the spirits. Graves may be moved to any spot on the lot, even if the political restriction has not been lifted. The special police of the mayor does not dare interrupt the cult’s funeral rituals.
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POLITICS


The political scene is a mess, more so than it normally is. Local officials are haggling over how and when supplies are sent to the region, while the citizens suffer. Corruption is rampant and waste is constant. The mayor has restricted the supply of building materials in an effort “conserve” them. Harsh and unreasonable property laws have been enacted. What is left of the police force seems oddly motivated to enforce this building law in particular while turning a blind eye to the looting and anarchy.

METHOD

  • BASE GAME: POLITICS
    • Prerequisites - None
    • “Democracy is said to be the worst form of government, except for all the others that have been tried.”-Winston Churchill
      • Reach Level 10 in the Political Career


  • ISLAND PARADISE: CREATE A FIVE-STAR RESORT
    • Prerequisites - Island Paradise EP
  • Create a 5 Star-Resort
  • You have discovered an untainted, but limited, water supply on a small piece of land. Your sim will take over that land and create a safe community where other sims willing to pay will eventually be able to live in a somewhat pre-apocalyptic environment. It will be a “closed” walled in community within a community. Your sim will become “Governor” and as such will work to create an environment that can house more than100 refugees.
    • Because the water supply on this one piece of land is not tainted, if Medical is not lifted, for this community consider it lifted for everyone except your own sim. If Medical is not lifted, your sim may not use the shower or swim in any pools or hot tubs.
    • You have also found an endless supply of fresh food (don’t ask where the meat comes from) so if Culinary is not lifted, consider it lifted within this community except for your own sim. If Culinary is not lifted, you are still limited to one meal per day.
  • BUILD YOUR RESORT: Your town must have a vacant lot - at least 40X40 in size preferably close to your shelter. From your phone your sim attempting to lift Politics via this method is allowed to chose the option to be a resort owner. Chose the lot you want to renovate. It should be empty with no house on it. Once you chose it as a resort to buy, you can name it. It will automatically classify it as a resort and add the check in desk to the lot.
    • You can now start building. First put up a high fence around the perimeter of the lot with a gate to “protect” it from the zombies and those wishing to take it over.You are not bound by the 2 item restriction. You have lots of sims helping you and they are contributing their share of supplies. Build as much as you can as soon as you can.
    • You will not be able to open your safe houses until you add bungalows or beach towers. If criminal is not clear you will need at least one sim working to earn the funds you need to build your community otherwise you will be limited to the profits generated by “bribes” paid by sims wishing to stay in your community and this may not be enough.
  • BUILDING RESTRICTIONS AND ALLOWANCES:
  • You will begin by building a main “headquarters” and it will need to conform to the 8x8 building rules.This main headquarters area will include the front desk. If Architect is not clear, you may place multiple 8X8 buildings on your land to accommodate the upgrades. They will eventually include the following:
    • At least two bathrooms with at minimum a sink and toilet each
    • Gym area and restaurant area.
    • A pool or two hot tubs. Not both
    • Two bars (a bartender will be automatically assigned)
    • One food stand (an employee will automatically be assigned)
    • Four buffet tables. It is important that only one of them be used for the “breakfast, lunch, dinner” table. You will need to switch between each at the appropriate times throughout each day. The other three can be set to anything other than one of those three options.
    • Decorations. If naturalist is not clear, you may NOT add greenery or plants. Adding a soap dispenser, toilet paper holders and maybe pool rules will be enough to satisfy this requirement.
    • One fire-walking pit.
    • Possibly a wedding arch.
    • Four pieces of gym equipment (be cognizant of rules in effect for which pieces)
    • A sitting area and bookshelf that are accessible to the refugees
    • If you like you can add a kitchen in the headquarters. You won't be able to add an oven.
    • You may have more than one stereo and use wall speakers. The “governor” needs their emergency communication system. When not used for emergencies it plays music.
    • You must add the bungalows and/or the towers for your refugees to live in. You will have to add and upgrade at least one tower in order to get to the 5 star rating. Of course these don't have to be in the 8x8 area. Think of them as additional shelters.
    • You can add anything else that is allowed within the restrictions still in effect; Hopscotch, easel, chess tables, tvs, computers, stereos etc…
    • RESORT MANAGEMENT:
    • You may NOT hire any maintenance workers unless restrictions allowing you to hire and fire employees are lifted. Only your sim will be allowed to maintain the community which includes repairing broken items, cleaning dirty items, cleaning up trash and stomping on roaches.
      • If you have teenagers at home, you can bring them to the community to help repair and clean up the lot. They must adhere to travel restrictions in effect however. You must keep the lot clean to avoid disease. Otherwise, the sim attempting to lift politics via this method is the only sim allowed to be on the lot.
    • Additionally, you can include a VIP area within the headquarters or build it as a separate building on the lot as a place where your sim can actually “check -in” and stay while they are overseeing and maintaining their community. If built on the lot as a separate building it cannot be larger than 8x8. You can always return to your home shelter any time you need to. All travel restrictions are still in effect but this sim can treat this community as a home lot by checking in and therefore can stay overnight and past curfews still in effect.
  • As soon as your shelter earns 5 stars, you have proven you are worthy to lead the people and have cleared the politics restrictions.
    • Your sim may continue to manage the property until they die or become an uncontrollable elder. If you choose to run the property, once the “Governor” dies or becomes uncontrollable, another sim that has already lifted their restriction may take over management of the property provided Business and Military are lifted. Otherwise, the property must be sold. If Business isn’t lifted, your sim must reduce his funds by the using the family funds cheat.

RESTRICTIONS

  • BASE GAME
    • Sims’ houses may not occupy any larger than an 8X8 area, the rest of the lot must be unused.
    • You may not place any items outside of this 8X8 area, nor modify tiles outside of it.
      • This includes swimming pools. If Symphonic, Medical and Athletic restrictions are lifted, you may build an outdoor pool within your 8x8.
      • Ruined Community lots may have Buy mode and Build mode items spanning beyond the designated 8x8 building area.
      • If a Sim dies outside the 8x8 area, you can leave the tombstone where it is. If you do pick it up and move it, it has to be within the 8x8 area.
      • Placing parking spaces - A car parked on the parking space must be within the 8x8 area.


Screenshot-250.jpg
The footprint for the parking space extends beyond the 8x8 area of your house,
but the car PHYSICALLY does not. This is allowed.

    • The trash can, mailbox, sidewalk tiles, delivered newspapers and bills do not count for this restriction. They don’t need to be in the 8X8 area.
    • The 8X8 area may be anywhere on the lot, but once designated may not be moved.
    • Sims may extend the house underground within the 8X8 area.
    • Sims may build upwards, as long as the higher floors do not hang outside the 8X8 area.
    • Sims may not own community lots. All the paper work and red tape in trying to register your ownership would take too long to file. (also restricted by Business and if the lot is outside your Network is also restricted by Military)
    • Sims may not use the "Funny" interaction with other sims.
    • Sims may not ask for "Raises or Promotions" from their boss.
  • WORLD ADVENTURES
    • Sims may not go on international adventures. (all the political red tape with traveling abroad, you know) (Also restricted by Military, Espionage, and Symphonic. Plus Forensics for Elders with less than 10 Athletic Skill)
      • Exception: Sims attempting to lift Business via the Multinational Conglomerate method have the red tape waived by cooperative bureaucrats keen to have the business channels re-opened; such a Sim may go on international adventures.
      • Please refer to World Adventures for restrictions while visiting other lands.
    • You may not own a storage chest (also restricted by Athletic, Business, and Military; owning more than one chest is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
  • AMBITIONS
  • LATE NIGHT
  • GENERATIONS
  • PETS
    • May not own horses (also restricted by Military).
  • SHOWTIME
  • SUPERNATURAL
    • You may not own an alchemy cabinet (also restricted by Athletic, Business, and Politics; owning more than one cabinet is further restricted by Alien Technology). Note that storage chests, alchemy cabinets, and similar are considered identical for this purpose (you cannot have a storage chest and an alchemy cabinet until you lift Alien Technology as well).
  • SEASONS
  • UNIVERSITY LIFE
  • ISLAND PARADISE
    • Sims may not own resorts - getting permits is tied up in red tape (also restricted by Business and Military)
      • Resorts placed on beaches are also restricted by Naturalist
  • INTO THE FUTURE
    • The time portal that is placed on your lot automatically need not be in the 8x8 area, however you may not move it at all until Athletics is clear.
  • STORE CONTENT
    • ALLOWED items and activities
      • tbd
    • NOT ALLOWED
      • tbd
  • LIFETIME REWARD RESTRICTIONS

Once a great political leader emerges from the family, they take over as Leader of the Free World. Political corruption is cleaned up. Building supplies from other parts of the country are shipped in and distributed to those who need it. The corrupt ‘building permit’ and 'property' laws are repealed. The prestige and notoriety gained by the family allows them to sway the actions of others, who see everybody from the family as a leader. International ties are re-established and travel again becomes possible to China, France and Egypt. The Political restrictions are lifted.
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SCIENCE


Without the flawless power grid and advanced electronics companies of modern day, the high tech gizmos that were once relied upon have slipped out of the population’s reach again. Technology has taken a step backwards.

METHODS

  • BASE GAME: SCIENCE
    • Prerequisites - None
    • “Any sufficiently advanced technology is indistinguishable from magic”-Arthur C Clark
      • Reach Level 10 in the Science Career

RESTRICTIONS

  • BASE GAME
    • Sims may not purchase and use automobiles or motorbikes at all. Sims MAY have a bicycle, however.
      • EXCEPTION - on the first day of the challenge, a sim MAY purchase the cheapest car.
      • You MAY purchase a parking space at any time. Politics governs where it may be placed, and Athletic governs moving the space after placement. You must place the vehicle on a parking space if Athletic is not clear. If you have no room to place a parking space before Politics is lifted, you must sell the vehicle if it came in a spouse's inventory. If it is a career reward, you are allowed to place it in family inventory until such time as you are able to place it. You may only do this once; if you move it back into family inventory after taking it out, it must stay there forever.
      • If a spouse you marry in owns a vehicle, you MAY place and use it as above.
      • Until Science is cleared, you may only have a single car in your family.
    • Sims may not purchase or use anything from the electronics category except for a single computer, a single phone, and the cheapest radio. (Business restricts how many radios you may have).
    • The cell phone in sims backpack inventories is a glorified walkie-talkie with multiple channels.
    • Computer use (See Espionage and Communications categories for more restrictions)
      • The one computer you are allowed is nothing more than a glorified typewriter. (Also restricted by Communications) You may only use the cheapest computer to write books or articles or practice writing. Sims may not work from home on it either. (If Sims autonomously play games just cancel the action.)
    • Sims may not Take Pictures with cameras or cell phones. (Also restricted by Architect and Communications.)
    • Sims may not purchase or use anything from the “Lights” category except for kerosene lanterns, candelabra or torches.
    • Sims may not purchase or use the electric guitar or keyboard,(Also restricted by Entertainment), washer or dryer (also restricted by Medical) or the trash compactor.
    • Sims may not purchase anything from the small appliances category. (Also restricted by Culinary.)
    • Sims may not use a telescope. (Also restricted by Symphonic and Espionage)
    • Sims may not use solar panels or windmills (also restricted by Symphonic)
    • Sims may not run through the sprinkler. (Also restricted by Medical and Naturalist.)
    • Sims may not garden unless Naturalist is clear. A viable alternative to the toxic ash that passes for soil has not yet been found.
    • Sims may not go fishing unless Naturalist is clear. The water in the ocean, lakes, and streams is still too toxic for sims to even approach. Going to the Ocean or beach is further restricted by Military.)
    • Sims may not use laundry facilities (also restricted by Medical).
  • WORLD ADVENTURES
  • AMBITIONS
    • Sims may not use the Inventor's Bench and are limited to one until Architect is clear.
  • LATE NIGHT
    • Sims may not take the subway (it's full of zombies) unless Paranormal is clear.
    • Sims may not use or build Deco Elevators. (Also restricted by Architect).
  • GENERATIONS
    • Sims may not go on the "Free Vacation" because the instruments at the airports are non-functional. (Also restricted by Military, Symphonic, Politics, and Espionage.)
    • Sims may not use the Chemistry Set.
  • PETS
  • SHOWTIME
  • SUPERNATURAL
  • SEASONS
  • UNIVERSITY LIFE
    • Sims may not use the Business Planner or the Mobile Radio Station.
    • Except for the Sim attempting to clear Naturalist via the University Life method, no sim may use the science station. (Also restricted by Naturalist)
    • Except for the Sim attempting to lift the Alien Technology restriction via the Think Tank method no sim may use the Science Research Station or the Group Science Project after the founder comes home from University. (Also restricted by Naturalist)
    • Sims MAY use Them Bones Anatomy Skeleton and the Sketchpad.
    • Sims may not use the computer or their smart phone to study. (If they autonomously do this, cancel the action as soon as you catch them at it.)
    • Sims MAY check their faction influence using the phone.
    • Except for the founder immediately returning home from University, you may not use your phone or computer to upload your resume. (Also restricted by Education, Espionage, Communications, Military, and Politics).
  • ISLAND PARADISE
  • INTO THE FUTURE
  • Sims may not use the Windcarver hover board (also restricted by Entertainment and Athletic).
  • Except for sims attempting to lift Alien Technology via the ITF method, Sims may not use the Brite Sprite Holo-disk (also restricted by Entertainment).
    • Sims may not use the Jet Pack (also restricted by Athletic ).
    • Sims may not use the Sam-7 Drink Synthesizer Unit (also restricted by Culinary and Entertainment).
    • Sims may not use the Food Forge Cuisine Synthesizer. (also restricted by Culinary)
    • Except for sims attempting to lift Alien Technology via the ITF method, Sims may not use the Sonic Shower (also restricted by Medical).
    • Sims may not play the Laser-Rhythm-a-Con. (Also restricted by Entertainment)
    • Sims may not use or build tube elevators (also restricted by Architect).
  • STORE CONTENT
  • ALLOWED items and activities
    • Classically Cool Fixer-upper Car
      • The car may be purchased on day one of your challenge instead of the cheapest car. It is not treated as a car for friend purposes until such time as it is fixed up. This is the only car you can have until Science is clear. Be aware your bills will increase substantially once repaired.
  • NOT ALLOWED
    • May not visit the Regency Arcade Venue
    • Multitab 6000 - (also restricted by Super Sim Skilling Store Stuff and Communications)
    • Hot Air Balloon (also restricted by Symphonic Music and Military)
    • The Not So Routine Machine (also restricted by Alien Technology, Science and Medical)
    • The Tree of Prosperity (also restricted by Alien Technology, Amazing Naturalist and Business)
    • Pinball Machines (also restricted by Business)
    • Slot Machines (also restricted by Business and Master Thief)
    • Steam It Up Sauna (also restricted by Medical)
    • Gift of Speech Baby Monitor
  • LIFETIME REWARD RESTRICTIONS
    • Animal Expert (also restricted by Paranormal and Medical)
    • Maintenance Master
    • My Best Friend
Once a great scientist emerges from the family, the knowledge of known technologies is restored to the area, so the gizmos may be produced again. The power grid is repaired enough to use these gizmos and gadgets in the house.
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SYMPHONIC


The celestial music has stopped. Clouds cover the sky, yet nothing but toxic ash rains down upon the land. Sims despair of ever seeing the symphony of a babbling brook or the chimes of insects whirring as they move from flower to flower again. One sim, however, still hears the music, deep in their soul, and they set out to release it in all it's power and glory.

METHODS

  • BASE GAME: MUSIC - SYMPHONIC
    • Prerequisites - None
    • "The skies are dark and packed with clouds
      No more concerts, no more crowds
      The land sleeps in a blanket of snow
      Waiting for the start of the show
      All that's missing is the lead
      For the land to wake and take heed
      Blast Mother Nature’s eardrums out
      Show grandfather winter what you're about
      Make the existence look and nod
      To the emergence of the Symphonic God"
      • Reach Level 10 of the Symphonic branch of the Music Career

RESTRICTIONS

  • BASE GAME
    • Only sims attempting to lift a restriction using EITHER Music career branch (Symphonic or Rock Star) may skill up on the acoustic guitar. (Also restricted by Entertainment)
      • You must wait until the sim is employed in the music career before playing guitar.
      • You may learn the Guitar skill via other means; you are simply barred from playing guitar. For example, if you have lifted Education and Military, you may take a class in the Guitar skill; if you have lifted Education, Espionage, and Military, your teens may enrol in the after school Music club.
    • Items from the buy menu may not be placed outdoors. Everything must be covered by a roof or awning of some sort.
      • EXCEPTIONS:
        • Delivered items (newspapers, bills etc) do not count for this restriction.
        • Cars and Motorcycles are a noted exception. They can survive the rigors of the outdoors. If Politics is not clear they must be within the 8X8 area.
          • Bicycles MUST be kept under a roof.
    • You may not promise any wish (by locking it in a wish slot) except to set a Lifetime Wish.
    • Features from the Fountains, Pools and Ponds features (not swimming pool, the other kind of pool) may not be placed.
    • Foliage - trees, shrubs and flowers may not be placed.(also restricted by Naturalist)
    • You may not build or swim in an outdoor swimming pool - it freezes over (also restricted by Athletic, Medical, and Naturalist).
    • Sims may not swim in the ocean (this came with a patch for the Seasons expansion) (also restricted by Athletic, Medical, Military, and Naturalist).
    • You may not purchase or use Solar Panels or the Windmill (also restricted by Science).
    • Sims may not use telescopes as the skies are too cloudy to see anything. (also restricted by Science)
    • Sims may not sleep outside (also restricted by Military)
  • WORLD ADVENTURES
    • Sims may not go on International Adventures because the weather is too rough to permit flight. (Also restricted by Military, Politics, and Espionage. Plus Forensics for Elders with less than 10 athletic skill.)
      • Exception: Sims attempting to lift Business via the Multinational Conglomerate method are able to go on international adventures; they are given a military pilot specially trained for low visibility conditions.
      • Please refer to World Adventures for restrictions while visiting other lands.
  • AMBITIONS
  • LATE NIGHT
    • No one may play any instrument (other than the guitar, for sims attempting to lift a restriction with Rock Star or Symphonic). (Also restricted by Entertainment).
      • As with Guitar, you may still learn the skills if otherwise able - you just cannot play the instruments.
  • GENERATIONS
    • Sims may not go on the "free vacation." Weather is too rough to permit flight. (Also restricted by Military, Politics, and Espionage. Plus Forensics for elders with less than 10 athletic skill.)
  • PETS
    • The Pet House has to be indoors or placed on the ground and covered by a roof or awning.
  • SHOWTIME
  • SUPERNATURAL
  • SEASONS
    • Your seasons must be set to all winter. Summer, Spring and fall must be shut off.
      • Once Symphonic is cleared, and until Naturalist is cleared, you may set your seasons to a minimum of 14 days of winter and a maximum of 14 days of spring for each year.
  • UNIVERSITY LIFE
    • Sims MAY go to University.
    • You must set your seasons to all winter all the time for your founder and all subsequent heirs who attend University. If you've taken the How Much Time Do I Have? advantage, you may set your seasons as you wish for your founder, but they must be set to all winter for any other subsequent sims.
    • Plant sims may not photosyntesize.
  • ISLAND PARADISE
    • Sims may not go snorkeling or scuba diving (also restricted by Athletic, Medical, Military, and Naturalist)
    • Sims may not take boats or jet skis out on the water
    • Sims may not move their house boat from the port at which it was first built (also restricted by Military).
    • The Helm of your houseboat must be inside. (also restricted by architect)
    • Sims may not wind surf
    • Only the Sim attempting to lift Medical via the Island Paradise Lifeguard method may become a Lifeguard.
    • Sims may not use the "Liquid Pro Quo" Pool Bar (also restricted by Culinary, Entertainment, Athletic, and Medical.)
  • INTO THE FUTURE
  • STORE CONTENT
    • ALLOWED items and activities
      • tbd
    • NOT ALLOWED
  • LIFETIME REWARD RESTRICTIONS
      • Change Lifetime Wish (also restricted by Education)

  • MODS and HACKS
    • Twallen's Traveler mod - sims may NOT travel to other neighborhoods. The weather is simply too rough. (Also restricted by Military and Politics)
      • Any other mods or hacks that act in the same way as Traveler and enable your sim to visit other neighborhoods is likewise restricted.

With a mighty chord and a mighty roar
The icy grasp of winter is no more

All of the Music restrictions are lifted when your sim braves the elements and the zombies and puts on a one man show. The very elements seem to react to the thunderous booms of synthesized kettle drums and the crash of cymbals. In an amazing display, the heavens open up and the toxic ash is washed out of the sky by torrents of rain that cleanse the air.

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OPTIONAL CLEARS


The following categories are optional clears that allow access to more powerful skilling objects, functions and longer life spans .
  • Any sim that is eligible to clear a restriction can clear one of these restrictions - (if you take the Bloodline Only handicap then your spouse may not clear one of these restrictions)
  • This sim can clear another restriction
  • Only one restriction per generation can be cleared
  • You earn no tournament points for clearing these restrictions
  • Optional clears ARE subject to all related restrictions so some of them MIGHT have pre-requirements.

Sims working on Optional Clears may quit working toward them at any time even if Master Thief is not lifted. However, if Master Thief is not lifted, Sims who have quit an Optional Clear may not return to that same Optional Clear again. If you look in the paper and get one of the Optional Clear jobs (Day Care) as your first job, you may skip that job and look at the next one even if Master Thief is not clear.

ALIEN TECHNOLOGY
  • "Where did THAT come from?"
  • Prerequisites - Various - See Alien Technology Page
  • Methods: See Alien Technology Page
  • RESTRICTIONS
  • BASE GAME
    • Once Alien Technology is clear your sims suddenly live longer and have an extra 15 days added to their Young Adult/Adult life stage.
    • (Go here for settings for long lived occults)
    • Sims may not purchase or use certain lifetime reward special objects.
  • WORLD ADVENTURES
    • You may not own more than one storage chest (note that you cannot own even one until you lift Athletic, Business, Military, and Politics). Storage chests, alchemy cabinets, and similar are considered identical for this purpose; you cannot own a storage chest and an alchemy cabinet while this restriction is in effect.
  • AMBITIONS
    • You may not time travel in the Time Machine
  • SUPERNATURAL
    • You may not own more than one alchemy cabinet (note that you cannot own even one until you lift Athletic, Business, Military, and Politics). Storage chests, alchemy cabinets, and similar are considered identical for this purpose; you cannot own a storage chest and an alchemy cabinet while this restriction is in effect.
  • SEASONS
    • Aliens may NOT summon meteors.
  • INTO THE FUTURE
    • Sims may not travel to the Future except for the Sims using the ITF method to clear Alien Technology
  • STORE CONTENT
  • LIFETIME REWARD RESTRICTIONS
    • Body Sculptor
    • Bottomless Pet Bowl, Celestial Salt Lick and Food Replicator
    • Climatron Control Unit, Collection Helper, and The Cloudinator 9000
    • Clone Voucher
    • ExtraordinAIRe-Inator, Hover Bed and Super Swank Pet Bed
    • Flying Vacuum
    • Future Sim
    • Map of the Stars
    • Pet Hygienator and Self Cleaning Box Stall
    • Philosopher's Stone
    • Teleportation Pad
    • Time Remote Control
    • Trait Chip Bundle


CEREBRALIZING BRAIN ENHANCING MACHINE


MOODLET MANAGER LIFETIME REWARD
  • "Don't need nothin' but a good time - how can I resist?"
  • Prerequisites: None
  • Method: Comforting Children
    • A child sim of the blood line, whilst still a child must embark on the following quest:
      • Reach level 5 in painting before aging up to Teen.
      • Have a Good Friends relationship or better with any elder in the neighborhood before aging up to Teen.
      • Paint a picture of a family member doing something (do this by selecting paint still life and select a member of the household in some daily task as your still life subject) before aging up to Teen.
      • If your parent is an elder and you have a high relationship with them, you can satisfy both the requirement to paint a picture of a family member doing something AND your requirement to paint a portrait of an elder friend at the same time.
      • Reach level 5 in writing before aging up to Young Adult
      • Reach level 10 in painting before aging up to Young Adult
      • Paint a portrait of your sim's elder good friend before aging up to Young Adult.
      • Reach level 10 in writing within 23 days after becoming Young Adult.
      • Paint at least one masterpiece before aging up to Elder.
      • Write at least one Hit and 5 Best Sellers before aging up to Elder.
      • Earn at least 4000 a week in book royalties before aging up to Elder
  • RESTRICTIONS
    • Sims may not purchase the Moodlet Manager with Lifetime Reward Points


MOTIVE MOBILE LIFETIME REWARD
  • "Girls don't like boys, girls like cars and money!"
  • Prerequisites: Generations Expansion
  • Method: Day Care Profession
    • Reach level 5 in the Day Care Profession
  • RESTRICTIONS
    • Sims may not purchase the Motive Mobile Lifetime Reward


SOCIAL NETWORKING
  • "Peace and good will to all men, and love for the child."
  • Prerequisites: University Life Expansion
  • Method: Master All Social Factions
    • With one sim reach level 10 in Jock, Nerd and Rebel Factions. They must be level 10 simultaneously.
  • RESTRICTIONS
    • Sims may not use the Social Networking options on their cell phones (see Communications for other cell phone restrictions) (also restricted by Espionage)


SUPER SIM SKILLING STORE STUFF



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  1. Alien Technology
  2. Ambitions
  3. Athletic
  4. Base
  5. Blogs
  6. Buy and Build
  7. Criminal
  8. Culinary
  9. Education
  10. Emperor of Evil
  11. Expansion
  12. Expansion Specific Rules
  13. Expansions
  14. FAQ
  15. Generations
  16. HoF
  17. Home
  18. Hopelessness
  19. Into the Future
  20. Introduction
  21. Island Paradise
  22. Journalism
  23. Late Night
  24. Leaderboard
  25. Opportunities
  26. Pets
  27. Politics
  28. Prestige
  29. Restrictions
  30. Rules
  31. Science
  32. Scoring
  33. Seasons
  34. Set up
  35. Showtime
  36. Sims Store
  37. Site Map
  38. Starting Out
  39. Story
  40. Supernatural
  41. Support
  42. TS3AC
  43. The Rules
  44. The Sims 3
  45. Tips and Tricks
  46. Tournament
  47. University Life
  48. World Adventures
  49. hall of fame
  50. winners