Final post for this particular run. Spoiler ... I failed ... however I figured out some crucial adjustments for a second run. I'm going to slide show the pictures this time round. Slide 1 is how I was storing the extra finds from Treble. The remaining slides, I spent way to long at house 1, the starter, than I should have. I also went to complicated with the starter, I should have kept it to a 1 floor studio or 1 bed. The sim outside just showed up one day. I was having Cemre head to the park about 3 every day. I should have had him going over sooner. Who would and would not show up was never consistent. Also once Cemre became friends or better with a sim, they almost always stopped showing up at the park. Which meant waiting for call days to maintain and build the relationship. Once I finally had the required 1 good friend, the starter got sold, and I got a shock. No matter what is on the lot you only get the lot value back. This changed up both the strategy and some of the goals. No longer aimed for fully furnished or a house value point. It is an apocalypse after all and resources are scarce. House 2, a family house started to take shape. With handiness 4 almost 5, I couldn't think of why Cemre couldn't assemble the dino, (flavor) even if it does fall apart later on. The dino helped pay for the sculpting stand and once more I adjusted the goals and guidelines. The fish helped provide the remaining walls. (flavor) Cemre was pretty sure he saw the new owners splitting it up for kindling and to stuff the gaps of existing walls. Have I mentioned yet that each house and making friends was a bit problematic. The number one reason it was taking to long ... perfectionist trait instead of slob. I'd forgotten just how critical the slob trait was with the ability to lick a dirty dish clean. At this point I'd realized I was loosing critical afternoon and evening time due to hunger. I also realized that I'd gotten to hung up on the idea of crafting as much furniture as possible. Somewhere during the time it took to finish house 2 Cemre hit the adult stage, and I hit panic mode for a few seconds. With a second good friend acquired, and a minimally furnished house done. The lot was sold, and lot 3 was purchased all on a Thursday afternoon. A statue with a high value was kept in reserve for the next day. Lot 3 was sort of faster, but I was still loosing out due to not having the slob trait. To complete lot 3, I gave myself less than a week, used 7 of the 10 aging off days, managed to add the critical 3rd good or better friend. Fortunately the first 2 had become old friends. The house was sold off with 1 double bed, a toilet, a sink, fridge, coffee table, counter, and grill. During the time spent working on the 2nd lot Cemre had a set back, which again was due to loosing day time from not having the slob trait. Treble was taken by the social worker, which led to a two day negative loss from neglect moodlet. I had tried to keep up on Trebles social, but it hadn't been enough, even with sending Treble to the park to hang out. House four, which got finished but was unable to sell in time due to the lack of required friends. Yes, I had to have Cemre complete 5 topiary sculptures, for flavor assume fake plants. To complete the "Master Sculptor: Make 5 of each type. Sculptures are about 25% more valuable." challenge it had to be done. Have no clue if the ice sink would eventually melt in warmer weather, but Cemre finally came across another piece of furniture. Stone takes for ever to sculpt, as does metal, even with "Chiselmaster: Make 20 Sculptures. This shaves about 25% off the time it takes to make all sculpture types." completed. On the plus Cemre crafted two chairs. On sculpting the ratio seems to be 1 out of 4 sculptures will be a piece of furniture. Additionally don't count on each sculpture being an undiscovered one, I saw a fair amount of statue repeats. Lastly if your sim does not have any funds in the household funds they can not sculpt even after they've completed "Prolific Sculptor: Make 35 Sculptures. All materials (even scrap) are free." skill challenge. I really should have added this list from Carl's s3 guide to my notes on sculpting.
Happy birthday Cemre. Sadly this means we failed the challenge, but you did make 3 families happy with new digs to live in. Cemre's final skill tally: Sculpting 10 + 3 skill challenges completed, painting and handiness level 7, charisma level 5 almost 6. The take away:
Rule adjustment for the born for this advantage, 1 trait must be slob. If you really want a perfectionist sim, then don't use born for this, and allow your sim some uni time to build their skills related to whatever clear they get after landing on their home lot. Which means going with the skills related to the first profession listed in the paper, or whatever career is randomly rolled/spun after game start. Rule adjustment for the builds: The starter does not need to be more than 1 level. Minimum furniture needed to sell: 1 double bed, toilet, sink, fridge, counter, and grill. Notice that's a total of 6 items. Rule adjustment work lot hours: Monday's and Thursday's need to be dedicated to making/keeping friends. All day's of the week at least 1 sculpture finished or between noon or 2 pm leave for the park. Friends are critical. Yes, I will be reattempting this, just not with Cemre & Treble. They will however be out and about in the neighborhood. All told with using the apocalypse age settings for young adult and adult a sim has 6 weeks and 3 days in which to complete a lift and get hitched or pregnant. I don't recommend attempting to overlap pregnancy with skill building as some skills and activities are off limits to pregnant sims. With the adjustments listed above, I think a sim could potentially finish a lift within 5 weeks leaving the last week for starting a family.
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