I'm using the Steels for some test play of a twisted Apocalypse. I'll be using the apoc rules as the base rules. Here's where the twist comes in: Only a few lots will be built at this time, founders lot, the big park, the needed bookstore, and their career role. I considered playing with the no free food fridge mod, that however forces me to take naturalist for the first clear as well as making the grocery store the rabbit hole for the network, so I'm leaving the mod out. For some careers/clears I'm bringing back some of the old prerequisites. I'm looking to make an already tricky challenge even harder, but not impossible. ;) To accommodate all of the lots that come with both the store content and ep's I'm using Rflong's build version of Legacy III island. From the setup page.
(Not rolling, not an option since it determines which building, if needed, will be the rabbit hole for the set up.)
I rolled a 3 so Grey, once she's grown up will be attempting education - primary* base game method. Which makes the network, city hall (to be built eventually), big park, the (future) library, and the 3 neighbors who will be lots close to the founders lot. This also helps me determine which part of the island to settle on. While it was tempting to select one of the more remote residential lots, I'll be using one (40x40) just slightly less remote in the farm area of the island. Dealing with boat travel for an apoc is not ideal when you have to deal with curfew. Other than work full moon days will be a full day curfew day. I'm keeping the extra handicaps from the tourney attempt, although I'm going to give myself a little more fluidity on 'the eyes have it' so that it's not just hair color. The one non network lot to be added, as mentioned above, is the bookstore. Getting skill books is semi essential to the founders beginning. I say semi essential, because through game play there has been more than one occasion where an active sim has received a skill book with their promotion. That bit of good fortune is not predictable though, so following the rule of buy books, especially gardening, is best. As with other apoc challenges any residential lot not being built on just yet is being converted to community lot, the one change I'm making so I don't have to much headache later as I need more than 4 residential lots is before changing lot type I'm labeling the lots "residential". My why convert to commercial is because it cuts down on homeless sims & game lag, it also forces the game to only populate the apoc builds I place. As with the first portion of the Verde's randomcy play I'll be mining** pre-built rabbit hole lots from ea worlds. Not sure which ones I'll use and which ones I'll build as needed, but it's good to be prepared. Determining How Many homes to add with each generation can get semi tricky. Happily There's a great tutorial on populating worlds which has a handy "Resident Numbers" chart towards the bottom of it. So for education the minimum working population is 2 and the max is 5. Therefore one my founder clears education I'll add 2 more residential lots, and when the heir rolls their career I'll add another 2 lots. Essentially adding 1 to 5 residential lots with each generation. The exception's will be if there is an alternate method of clear for the career rolled, in which case I'll probably use random.org to decide method. By necessity of how I'm playing and setting up the game, at least the first heir will also have to roll for their career on the day of their transition to YA. Once a sim clears Architect, I'll do a mini build boom for any remaining rabbit hole/employment community lots. *I'm splitting education in two. Education - Primary is the original apoc education, however it only unlocks education/school for tot to teen, and does not include college or classes at rabbit holes. With education Primary, in addition to adding the school building I'll be adding a preschool to the town that includes store education content. Eventually I'll go over education - secondary. ** Mining lots takes time, part of which is due to having to fully exit the game & restart it when switching worlds so as to avoid code overlap. The code overlap glitch was caught early on in s3's run by those with better coding tech skills than me. Essentially as I recall when you close a town, return to the main menu and then open a different town, some bit of code from town 1 tags along and causes eventual corruption of the second town. Sadly I don't have a link anymore for the better explanation. Rules & restrictions might flux as I play, if I scrap any as I go I'll try to remember to explain why. Speaking of "why", while I prefer wordpress over weebly, the way weebly handles picture media, means I (at this time) don't have to worry about a storage cap, so for now here I stay.
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The Restrictions
Additional Handicaps - Applies to all generations
Rite of Passage: In order to prove their worthiness as heir, before your sim can marry they must have made at least 4 good friends not including their future spouse. The Age of Aquarius: May only marry (or breed with) sims with compatible zodiac signs The Eyes Have It: All heirs must have the same eye/hair color as the founder. No Country for Old Sims: With a lack of proper healthcare, sims don't live very long and easily die of common diseases and complications of elder-hood. Elders living more than a few days are a rare occurrence. Change the Elder lifespan of your sims to only 4 days for the entire challenge. Greedy Gangsters: Not only you have to pay the mob on Mondays, now you have to do it on Thursdays too! You must continue your Monday payments even after you lift Criminal. Archives
September 2019
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