What can I say? Other than I do like a challenge, and what's more challenging than a redo with adjusted rules but a redo times 2 with the adjusted rules. Yes you read that right times 2, I'm replaying the same lift two ways with two different founders. Well almost completely different, they do share two common traits: charismatic and slob. Don't be surprised if you see them around in each other's testing run. Along with Cemre, the non active tester gets to go live in one of the 3 roomies houses for sp to sort out. This go round I've prelabeled the lots to buy, and the "mansion" will be on a neighboring 40x40, instead of the oversized lot as originally considered.
Here are the houses that they built. Tenisha's builds Bryan's builds After running through with both sims with the slob trait, I consider this variation doable, with some advisory notes. Note 1: Focus on handiness early on, don't leave it for the last minute. Note 2: It might be better to try for Ice Personality - Make 25 Ice sculptures instead of Master Sculptor - Make 5 of each type, as this way you don't have to worry about your sim catching fire while working on a metal sculpture. Note 3: Do not forget to place a covered hopscotch court and chess table in your big park, both (but especially the hopscotch court) help your sim make friends faster. Note 4: Using charming greet does nothing to improve friendship odds. Reserve it for when you've almost completed the clear and your sim is ready to get a mate. The Adjusted Final Twist Changes are in green.
Game Metrics are: Skills - Painting Responsibilities - Remodeling, Painting, Reviews. Existing Apoc Rules: Reach level 10 in Handiness and Painting; Write 1 hit or best seller Non Fiction Book; Reach level 5 in both Business and Politics careers. Per wiki the metrics for reaching level in 5 in the two r.h. careers is as follows: Business; Mood, Boss, Coworkers. According to the caw population balancing Business will have 2 to 5 cowrkers. Poitics has the following metrics: Mood, Charisma 4-8, Boss, Funding. According to caw Politics generates between 1 to 3 coworkers. To reach levels 4 to 8 in charisma your sim needs the following metrics: 2 friends or better, and 4 known sims (level 4); 6 friends or better, and 15 known sims (level 8). From the above sets of metrics and rules my twist has the following rules:
- The Bare Necessities: The items below are necessities that every home should have. You don't have to get the highest quality (and in this case the cap is $500 value purchased, except for the sculpting station which is 1,100), but without at least the basic model for each of these, your sim's life will be more than miserable. Fridge, bed, toilet, tub or shower(optional if medical hasn't been cleared)** In addition to the 3 items already mentioned each house must also have 1 counter, table, grill, sink, double bed, end table &/or coffee table, radio or tv, bookcase, and 1 or more dining chairs. Family homes and the mansion must also have 1 crib and either a couple of single beds or bunk beds. Basically each home must meet apoc start + any other clears rules. Fireplaces are optional, if placed must be made fireproof.
** Tub's, showers, and any other restricted by clear items can only be placed right before^^ selling the lot. As far as your sim is concerned they are "show" items that do not function. ^^ Cheap shower exception to the rule. If your sim is going to attempt to make a metal sculpture place a cheap shower for emergency use.
0 Comments
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. A mini update. Here is the starter house how I left it. I've tucked the toilet under the stairs, I'm allowing a max of 4 windows per floor level. The up to two allowed small paintings are already placed. So far besides the toy chest and easel the only other pieces of furniture Cemre has learned to sculpt are pedestals and wine racks. Interesting observation, when on the work lot Cemre does not have the option to scrap paintings. Once finished the large painting went into the family bin. Now that sculpting ice is available it's a convenient way to reduce funds, at 100 per ice block. Cemre's dog, Treble, is almost at level 10 of the hunting skill. As you can see sometimes I stash the gems waiting to be traded under the stairs. The collectible piece that requires more bits for assembly will get moved to under the main house before this one is sold. If you follow either the gift exchange or simmer SamelaRita's renovacy's some of these face's might seem familiar. Cemre knows of neither of those, he just knows that he needs friends (and Treble doesn't count) if he's going to make it. He also knows that with both Tad and May being friendly it makes it easier for him to make friends with them. According to the game guide and the skill challenge log, ice sculptures melt. What I didn't see mentioned was how long it takes. So I left the lion out for a few sim days, it showed no signs of melting so I binned it. Couldn't stay in game for to long this time so I waited for Cemre to finish the latest sculpture, before saving (save as) and exiting. Oh yay! (sarcasm) Another juice rack. I'm almost up to week 3 and in terms of furniture not crafted by Cemre, I've added a few lights, a bed, chin up bar, fridge and counter. All while sticking to the one buy item per day rule. Which makes me wonder if 5 houses will be a realistic goal or if I'll have to trim back to 3 houses. As I leave off until the weekend or next week the rough stat's are as follows:
Cemre has met well over 25 sims, is slowly building up friendships (all platonic) with about 6 sims. Has 1 friend, besides Treble, and working on raising that friendship higher. Is at level 9 sculpting, 4 painting, 3 handiness, 2 ? 3 of charisma. The starter lot has a furnished value of 9,500 or so. It still needs at least 1 sink, table, chair, and grill before I can consider selling it and starting the next house. This was what the spinner gave me as first choice for clearing. Not what I was hoping for, but at the same time it does open up some possibilities. Additionally it is the only clear that, without Uni, does not have a rabbit hole tied to it ever. Uni adds the art appraisal option for clearing, which personally to me should belong to entertainment or even the old ts2 artist clear and is tied to the crime warehouse rabbit hole as well as reaching level 10 of the rebel trait/skill/group. My goals to clear based on metrics found at sims wiki for the architect career, as well as the current base game method for clearing per the apoc rules. Plus my own twist. Game Metrics are: Skills - Painting Responsibilities - Remodeling, Painting, Reviews. Existing Apoc Rules: Reach level 10 in Handiness and Painting; Write 1 hit or best seller Non Fiction Book; Reach level 5 in both Business and Politics careers. Per wiki the metrics for reaching level in 5 in the two r.h. careers is as follows: Business; Mood, Boss, Coworkers. According to the caw population balancing Business will have 2 to 5 cowrkers. Poitics has the following metrics: Mood, Charisma 4-8, Boss, Funding. According to caw Politics generates between 1 to 3 coworkers. To reach levels 4 to 8 in charisma your sim needs the following metrics: 2 friends or better, and 4 known sims (level 4); 6 friends or better, and 15 known sims (level 8). From the above sets of metrics and rules my twist has the following rules:
** Tub's, showers, and any other restricted by clear items can only be placed right before selling the lot. As far as your sim is concerned they are "show" items that do not function. *** Topiary sculpture's are still off limits unless naturalist has been cleared. Furniture that can be sculpted, per sim wiki:
To see the original rules for clearing the architect component of the apocalypse challenge >>> https://sims3ac.wordpress.com/2017/11/22/architect/sims3ac.wordpress.com/2017/11/22/architect/ I will be aiming to have my sim build and sell 5 houses. While also attempting to meet certain skill goals. For the first lot: Any residential lot between 10x10 to 20x30 without any bonus buffers. This will be the Starter lot as per my notes and guides above. Having previously played through two of the three methods available if you have all the ep's. I want to explore a different approach. Which is also might work for those without ambitions, but could be trickier. You'll see why in a bit. For this run through I gave my sim the "born for this" advantage that I outlined in the intro. The one trait I forgot to give him was slob. This bites me in the proverbially glutes very early on. Meet the Leon family, Cemre and his dog. Most of the time my founders are female, however I have no clue if Cemre will be able to complete the clear before adult let alone elder stage hits. Why a dog? Simple dogs can hunt out gems and metals for trading purposes. Cemre is stuck with a restriction of a 1 floor 8x8 shack as his residence until architect is cleared. I used my trick of putting the mailbox in the back corner to force the time portal to spawn well away from the front of the lot. Two key notes here: 1 - I forgot the laundry hamper. Which honestly I dislike, it's an apocalypse no one has a spare set of clothes. 2 - see the pet bed in the corner, I goofed and got the wrong size bed for a large dog. By starting with a one story home, where the most expensive item is one of the following; fridge, bed, or easel; it leaves my founder with money for getting a start on his first home to build. As you can see it's really not much. This is Cemre's work lot where he can go to work between 7 am and stay until 5. I usually try to have him leave by 3 pm. The sculpting station lives on the work lot, and unless your sim has level 10 athletic skill or athletics has already been cleared stays where you plunk it down. As you can see I might have buggered myself with the placement on the starter lot. On day 1 Cemre taught his dog how to hunt. As always it takes a few days for winter to settle in with a fresh world. The set of pictures below are of the big park. The big park is the usual 60x60, and outside of not having paved over the full lot and the covered area being larger than 8x8 does conform to the set up rules (I hope). If some of the sims look familiar it's because I used every household & single sim in my bin to populate the town. Families got placed into their own lots, while all of the singles & roomies, got bundled into 1 or 2 lots for nraas story progression to sort as needed. Until military is cleared this is the only lot besides home & work, available to my sim. Once military is cleared I'll allow the 2nd community lot and any available (built) rabbit hole lot. I'm tying the 3 neighbors to espionage unless 1 - immediately next door or across the street and good or better friendship with the residents (my sim has no neighbors). Following apoc rules neither Cemre or his dog may have more than 3 items in their personal inventory. Sculptures (all are clay unless it can be used on the lot, saves on money) go into the family bin (aka black hole). As you can see, not counting the pedestals, Cemre has already learned how to make a toy box (1 per lot, as far as your sim is concerned it's empty) and the easel, which he was sculpting in wood when I last played. I need to grab some extra pictures of the starter lot next time I'm in game as it's grown a bit past this. As in it has it's second floor and the stairs leading up.
My flavor spin on the selling restriction, is that the gems & metals sold (1 per sim day, unless business is cleared) are being traded for building materials (which means all but 10 to 50 simoleans must be spent on the build) not cash thus semi negating the build/buy mode restrictions. The exception being pieces of furniture, then it's a 1 - 1 ratio; as in sell 1 gem/metal for 1 counter/bed/fridge/so on. In terms of money I only am allowing Cemre enough for paying bills (currently 40) and feeding the dog, all money goes to the starter house, aka work lot. On Monday's & Thursdays any funds at my sims bedtime are taken by the mob (family fund cheat and zeroed), I use this to empty the family inventory of clay sculptures that can't be sold or used for decor under the apoc rules. |
Categories
All
Archives |