Take two is going much better, so far. I borrowed a few tips from some fellow players. Tip 1 was have the elder have the slob trait, and have the child have a soup for the days meal and the elder can lick the bowl clean. Tip 2 was to have the elder, be an adult at first and as soon as the bookstore run is done tce age them to elder, which also allows to set as parent & child. Tip two had an additional advantage in that you won't need mastercontroller to set a family relationship between the elder and the child. First run I discovered that even though they were best friends, the elder & child would never share the bed, but the game mechanics will allow parents & children to share the bed. I also started with a completely empty lot this time, and adjusted income according to the rules. I never realized how much of a difference it made in what a sim can start with. Take one I had started them with the sparse bunker, after adjusting income they only had 1,507 for books and a computer. Take two, I was able to get 6 starting books (3 garden, 3 tot skill) and get them started in a semi posh starting bunker. I'm building above ground this time as a change of pace from the usual underground shelter I usually play. When I got Grey & Papa onto the lot Grey had lost 2 days of age in cas on me so I adjusted the child age to 12 days for the entire town. When Grey transitioned to teen the child age was readjusted back to the 10 days given by the challenge rules. Without further ado, here are Grey & Papa Steel 2.0; they have the same network and traits as before. Their starting shelter. I do not know if they can grill with the light on the grill, but I'm going to test it next time I'm in game. ;) Grey spent her first 10 days either at school or home working on books, unless it was a comm's day. Her days would usually start about 4 am, with a partial soup leaving the rest for Papa, and then she'd write until it was time for school. For breaks from writing she would either play chess with Papa, or workout to the stereo. By the 9th day both sink and toilet were busted, and she had earned enough money for 3 wall segments and a counter. Because Mondays are mob days, Grey spends little to no time writing. This way she doesn't loose to much in the way of family funds. Oddly the game has been paying them 1,200 every week. That doesn't get used and goes straight to the mob. Transition time. Grey had A's in school and was allowed to pick her trait, the random roll yielded inappropriate, sigh. Now the fun really begins, no more worry if Papa will die of old age before she transitions, since a teen can live solo, you just can't make a solo teen household in cas (without cheating). Dear Grey, wish I could let you read a skill book but I can't so good luck with the grill. Please don't catch fire. Since I'm base game only and had to pull the career mod for the challenge, I'm hoping the roll for her starting career will yield a path that won't show in the paper. Her first day as a teen went fairly well, big sigh of relief that the grill didn't catch fire. (Oh, and first blooper. When I was spending their limited funds I accidentally bought 3 windows instead of only the two allowed.) Oh dear ... not such a good week after all. The only upside is the neighbors followed the burglar up, which added two new sims to Grey's known sims list. Grey continued with her routine, make sandwiches, write, call people on comm's day, work out, fix the plumping, and learn skills. She may have an F in academics, but her skills are coming along very nicely. Grey has written 15 books: 5 fiction, 5 non fiction, and 5 scifi. She will be starting Drama or Mystery next. So far she's only had one hit. She got a baseball so now she drags Papa; who hates the outdoors, has mastered chess, and is 94 days in age; outside to play catch. I'm hoping he'll be outside when grim shows, but odds aren't in favor of such, but she's just a few days from her next transition so maybe she can drag him down to the park, with hopes of an off lot fade. The upper level is coming along nicely, and now that she's starting on books that earn more I might get her a ladder so she can practice painting.
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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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