Still no heir yet, probably won't be for a bit, as the three candidates need to get 4 friends who aren't relatives & then find a sim with a compatible zodiac sign. Cover photo is an updated over view of the neighborhood. Key note regarding the additional 2 parts of education: Since I have ambitions reaching level 5 of daycare provider will be the path for education pre-k clear; a base game option would be to go to homes in network (or the big park) and train toddlers walk & talk, only potty train if a potty chair is available - which means becoming friends/good friends with the parents. If the neighbors don't have toddlers, reroll the career per master thief rules. The one thing I haven't decided yet is the number of tots, whether it should be 5 or 10. Completing this unlocks teaching toddler skills & half unlocks the toddler toys locked by entertainment & super sim skilling stuff. It also adds a parent participation "pre-school" education center to the town. For education secondary education bg/rh education clear Plus under the logic challenges complete the teacher extraordinaire (20 hours tutoring children) & skill professor (30 hours tutoring teens to elder). Completing this unlocks classes at rabbit holes, after school programs (generations required) for teens & children (also locked by other rules), and university (provided travel is unlocked). Given my mistake regarding which rabbit hole the graduation time off was tied to I made sure that Buch, Button's, and Burbon spent about half their work time or more when not working hard making friends with their boss &/or coworkers so that when the remaining 3 transition I don't have to have anyone change jobs. Time not spent working is spent on improving skills. One thing that has come in handy for Buch is that he's a genius, a looser but still a genius, which has helped him with his skills. Weekend/days off I try to remember to have the older sims take the teens to the park for socializing. You'll notice that the science building is a regular building, that's because the lunar lakes science center is a giant spaceship instead of the tiny portal building. So mentally I story line that the science building is a fake front made of snow & waste (yeah I know ewww ;) ) and inside is a ladder going to an underground work space. I suppose I could have gone with a hidden basement build, but I don't want to add anything that might cause routing problems. As it is sometimes the npc's living at the bunkers get stuck & reset by error trap. I think what happens is a sim sometimes climbs out of a bunk bed on the wrong side of the wall and ends up standing around in the air outside of the bunker. (Sorry no picture, I forgot to up it last post.) For the two newer rabbit hole careers, workers and bosses tend to be turning over a fair bit which is frustrating. Fortunately both had steady bosses that they were friends with in time for the crucial graduation time off. I suspect that the lack of npc's staying has to do with a lack of showers & other amenities around town. The older three cruise through their careers fairly fast, and I belatedly remember that if the career bar is cm's from the top they can ask their bosses for a promotion, just not from level 9 to 10. The younger three got one more day at school before birthday's finally rolled around. Brutus (long hair) & Bramble (singed) transition a few days before Brandy. Which means more career rolls. Brutus
Bramble
Brandy
Ea's pre built studio sit's on one heck of a big lot, 64x64 to be exact. The only lot's that size are ones that were designated residential. I will only need 30 residential lot's (households) in total, max per apocalypse rules, so I sacrificed the big lot out by the docks to the movie lot. Again I'm role playing that it's built from snow and trash to hide the ladder to the basement. Even though the careers were rolled at time of transition, I didn't have anyone sign up for their assigned careers until after their graduation ceremony. Woot! Woot!
With 2 days before his transition from young adult to adult Buch cleared medical. No I don't have sp set to progress them faster. Like I mentioned he did get the genius trait while growing up, and no I have not picked any traits, they've all been assigned by game mechanics. Yay, birth control, increased chances for multiples, and showers! Not just for the Steels, the whole town. Which means editing houses, their are 17?18 now. Clearing medical added 1 house as it's a max of 3 npc sims for that track. For the profession I only added 1 house, probably could have gone with 0. A few of the houses are still empty so those were easy, the occupied houses .... I cheated. More specifically tce true, houses of family friends/relatives only, buy on this lot and add a shower. The money comes from the Steels family funds, but it's Monday so that money will go by-by anyway. Hopefully the addition of showers will keep the npc turnover down.
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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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