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View Full Version : War: What is It Good For?


HaunterMooneyes
29th Jun 2010, 11:47 PM
EDITED 7/26/10: Clarified the Military risk versus the Killed in Action risk.

EDITED 7/13/10: At the suggestion of ArabellaDTerroroftheSeas, I added a Handicaps section that includes several optional ways to make your Sims' lives hell--er, more interesting. The Rationing handicap was built directly off of suggestions made by Arabella and Eccentricgnat.

EDITED 6/30/10: Added a couple of clarifications about gay/lesbian couples and their restrictions when it comes to having babies.

Also adjusted the Subversive risk to allow Discovered Sims to rejoin their careers after they reach the top of the Criminal career, in the interest of fairness (Patriots get to rejoin, after all). I also adjusted the odds for all the risks. Sims now have roughly a 17% chance of dying, being captured, or being sent back to war.

Changed the Service Sims so that your family can hire a nanny. Without a nanny, it'd be almost impossible to have an heir AND hold down jobs.

Lifted the restriction on gardens, but placed a restriction on selling produce.

REQUIREMENTS:

The Sims 2
The Sims 2: University EP
The Sims 2: Seasons EP
The Sims 2: Free Time EP

**These are required because they supply the careers needed to complete the Subversive and Patriot tracks. However, if you are missing some of these EPs, Katalina522 posted links to CC versions here (http://www.modthesims.info/showpost.php?p=3243574&postcount=22).

INTRO:

At first, you thought you had the perfect life.

You married your high school sweetheart, moved out to the country, got a nice house, got a great job with great benefits. Life was good. Life was awesome. You talked about having kids, built up skills, met friends and made contacts that you thought you’d keep for life. Peace reigned, complete with chirping birds and a lovely garden.

That was before the war.

When the Drones from SimParadise attacked SimCity, your entire world changed. The government issued a draft that forced all teenage and adult men into the military for at least one tour of duty. It passed laws declaring that anyone “subverting” the cause by speaking out against the war would be jailed. It outlawed homosexuality and declared that any Sims practicing it would be forcefully exiled. And SimCity settled into a terrified rut, hopelessly toiling on as bombs fell, people died, and the Drones marched ever onward.

You have to persevere, though. On the one hand, you can join the swelling ranks of subversives, trying to end a purposeless war. On the other, you can join the equally swelling ranks of patriots, working tirelessly to support the men and women fighting Over There and help the country win. What you choose will determine the path of your children, so choose wisely…

GOAL:

Carry a Sim family, starting with a married couple, through several generations until they help successfully bring the war to an end. Choose a path through the challenge as either a Subversive or a Patriot and help your Sims’ descendants rise to the top of the careers in that path. The challenge ends when all of the careers in either the Subversive or Patriot path have been completed. Each Sim may only complete one career path.

If, for some reason, you find yourself unable to complete the challenge (your Sims have aged without reproducing, your heir has been taken by the Social Worker, etc), then you lose. As long as you can successfully raise your heirs and get them into career tracks that will help you continue, you’re fine.

INSTRUCTIONS:

1. To begin, create a married couple (preferably a man and a woman, but if you’d like an added challenge, you can make them a homosexual pair) in Create-a-Family. Move them into a nice-sized house, not a slum but not a mansion. At this point, you may use money cheats to fill the house with the necessities of comfort and fun, etcetera. Include ONE skill-building item from each skill category (one for Logic, one for Creativity, etc). There are no limits on electrical appliances, etc except ones that you impose for yourself.

2. Play the couple in whatever careers you like, doing whatever you want, for one Sim week. For best results, figure out the path you want them to take and the job you want them to have well in advance so that you can work on their skills during this period.

If you somehow manage to complete a career under either the Subversive or Patriot path during this time, it will not count toward finishing the challenge.

Your Sims may reproduce during this time. I encourage you to make them do so, to give you a head start on producing an heir. Gay and lesbian couples may adopt only during the first week.

3. At 6 P.M. on the final day of the first week, the war begins. All male Sims in the house aged teen or adult must quit their jobs and join the Military (either through the newspaper or with a cheat). All female Sims in the house aged teen or adult must quit their jobs temporarily as well.

Choose one of the paths, Subversive or Patriot, listed below. Once you choose one, you cannot switch to the other. If you started with a homosexual couple, you MUST join the Subversive path. If you have a lesbian couple, make one of them join the Criminal career path; the other can join any career under Subversive. If you have a gay couple, make one of them join the Military career path and the other join any Subversive career.

Once the men reach the top of the Military career, they may quit and find a career as a Subversive or a Patriot.

4. Each segment of your Sims’ lives comes with certain risks, outlined in the Risks section and the Subversive and Patriot section. Sims in the military run the risk of dying; Subversive Sims run the risk of getting caught; Patriotic Sims run the risk of being sent back to war after completing their original tour; and all Sims run the risk of losing their house to a bombing raid and having to move. Make sure you have a die handy.

5. Play through your family’s chosen path. Now that the initial shock has passed, use the newspaper (no more cheats) to help the women of the family find a job under the chosen path. Produce an heir. Only your starting Sims, heirs, and heirs’ husbands or wives may reach the top of a career, and they may only reach the top of one.

When your Sims have successfully completed all of the careers in their path, the war ends and all restrictions are lifted.

RULES:

1. Your heirs may be any gender. When they reach adulthood, they must also find a mate and produce another heir. Each heir and their loved one may complete only one career. Any “extras” (children that are not heirs) must move out when they age to adults. Extras may move out as teenagers if you send them to University. Extras cannot complete careers.

2. Men must join the military as teens. If your heirs attend college, they may skip the Military track requirement in adulthood and move straight into a career in their path. Otherwise, they must join the military as an adult and complete the Military track before they may move on. Women are allowed to join the military, but I wouldn’t advise it, since it’s not required.

3. Your starter Sims may have any Aspiration. Roll dice to determine your heirs’ Aspiration. 1 = Knowledge, 2 = Family, 3 = Romance, 4 = Pleasure (or you choose, if you don't have Nightlife), 5 = Fortune, 6 = Popularity. Your Sims’ Secondary Aspirations may be whatever you like.

4. Your heirs MUST marry Townies. I can’t stress this enough. Please don’t create Sims for your heirs to marry. If you want to create a new neighborhood and use new face templates to make pretty Townies, knock yourself out. But don’t make wives and husbands for your heirs.

If an heir’s spouse dies, the heir may remarry. If the original spouse failed to complete a career path, the new spouse may.

If your heirs are gay or lesbian, they may not marry someone of the same sex--the government will not recognize same-sex marriages anymore. They may, at their peril, live with their partner, but this increases the Subversive risk. You may use hacks so that they can have a same-sex pregnancy. You may also create surrogate mothers and fathers to artificially carry or fertilize babies, but they may not complete any of the required careers. Adoption is not allowed after the first week.

5. The Internet is down now that the war has begun in all its ferocity. Delete all computers from your house.

Sims at University are exempt from this.

6. The roads are now restricted from use by civilians to help facilitate the easy movement of army cargo. Your Sims may not own a car and they may not travel to community lots. They may still attend work, of course. They may also invite people over to visit, but they cannot throw parties.

Sims at University are exempt from this.

7. Skill-building objects, especially expensive things like instruments and chess boards, are hard to come by. You may own only one of each skill-building item and you may not buy any more. If one is stolen, you may replace it with the cheapest version of it in Buy Mode (for example, replace the expensive chess board with the outdoor concrete one).

8. You may not own a burglar alarm. The members of the Law Enforcement track have enough to do tracking down Subversives--they have no time for petty theft. You’re on your own.

9. You may own smoke detectors. The firefighters, when not rescuing people from the latest bomb sites, are happy to help you.

10. You may not use any Aspiration Rewards.

11. You may use the Career Rewards that your Sims earn.

12. You may use Free Time’s Lifetime Aspiration Points to make your Sims’ lives somewhat easier.

13. If you have Bon Voyage, you may not dig for buried treasure. Anyone standing in their backyard digging holes is bound to attract undue attention.

14. Your Sims may plant gardens, but they may not sell the produce.

15. Your Sims may not call repairmen, butlers, maids, or gardeners to care for their houses. As far as you’re concerned, the “Service” selection in the phone is off-limits. The only exception is the Nanny--your Sims may hire a Nanny to take care of the children so that they can go to work.

16. Your Sims may paint to earn extra cash.

17. If you have Open for Business, you may not start a business.

18. You may not use any cheats except to force your men into the military track or as allowed in the Risks section.

You may use hacks to shorten the time that University takes, since the point of the challenge is not University, but playing out the consequences of war. I particularly like Cyjon's University hacks (http://drupal.cyjon.net/node/116); you can pick one that suits you equally. HOWEVER, you may not install a hack that gives your Sims the traits of a graduate at the push of a button. Even if it’s only for a day, if you choose to send them, they must actually GO to University and graduate.

19. Your adult Sims may bring home friends from work, but your children may not bring home friends from school or invite them over. Send schoolmates home immediately. However, kids may talk to their friends on the telephone.

20. Gravestones and urns must remain on the lot.

21. Your Sims may not become “special” (werewolves, aliens, and so on). If they do, use an appropriate potion to change them back. If a Sim gets abducted and comes home pregnant, you may either end the pregnancy or play it through, but then move out the alien baby once it reaches adulthood. Alien children may not become the heir.

22. If your heir or heir’s spouse hasn’t completed their career when they turn into an Elder, they may continue until they complete the career. Elder Patriots are also out of the running to return to war, and Elder Subversives aren’t considered dangerous enough anymore to be captured. You may use a hack to shorten how long Elders live.

23. Once each career track is completed under the path, you’re finished! The war is over! Enjoy life in peace.

GENERAL RISKS:

Both of these risks must be observed regardless of which challenge path your family takes.

Military -- All Sims in the military, even women and teenagers, run the risk of being killed in action. Starting the day after the war begins, roll a die every other day at 6 P.M. for each Sim in the military (so if three of your Sims are in the military, you’d roll the die three times every other day). If you roll a 6, the Sim you were rolling for must die immediately. You can use a cheat or a hack for this and he/she can die of anything. If you use boolprop testingcheatsenabled true, you can do “Kill…Die By Flies” or “Spawn…Rodney’s Death Creator.” Alternatively, there is a buyable Rodney's Death Creator up for download here (http://www.modthesims.info/download.php?t=146780). You may not use the Paranormal career reward or a cheat to revive any dead Sims.

Once you have no Sims in the Military track, this risk is void. However, it begins again if a different Sim joins the military. If a Patriot Sim incurs the Drafted risk, then the Killed in Action risk supplants the Military risk for that Sim: he or she will die if you roll a two, not a six.

Bombing -- With bombing raids becoming more frequent, your Sims run the risk of having their house destroyed. Starting after the war begins, roll a die every Wednesday at 6 P.M. If you roll a 3, a bomb strikes your Sims’ house. If you are a Patriot, you must move to a new house, but you may use “motherlode” ONCE as compensation from the government for your loss. Repurchase one of each skill-building object. If you are a Subversive, you must move to a new house AND you lose your savings. If, when the bomb hits, you currently have more than 40,000 simoleons, then use familyFunds to set your simoleons to 40,000. If you have less than 40,000 simoleons, do not use the cheat. Repurchase one of each skill-building item when you have the money to do so.

Your Sims may salvage any Career Rewards they earned and take them with them.

SUBVERSIVES

RISKS

Discovery -- All Subversive Sims, except those in the military, run the risk of being discovered by the government and forced into hiding. Starting the day after the war begins, roll a die at 6 P.M. every other day for each adult Subversive, non-military Sim on the lot (so if you have two Sims on a Subversive lot that aren’t in the military, you would roll the die twice). If you roll a 4, the government has discovered this particular Sim. He or she must quit his or her job immediately and join the Criminal career track (you may use a cheat for this). The Sim may only rejoin their career after they reach the top of the Criminal career track. Sims in hiding may still have heirs, and their heirs may still continue the path.

If one member of a homosexual couple is discovered, both members must join the Criminal career.

Capture -- If you have a Subversive Sim in hiding, he or she runs the risk of being captured by the government. If a Subversive Sim has already activated the Discovery risk, this risk replaces it. For the hidden Sim, roll the die every other day at 6 P.M. to determine whether or not the government has found him or her. If you roll a 2, the government has located that Sim and sentenced him or her to death. Use a cheat to kill the Sim.

JOBS

*You may complete these in any order, but ALL must be completed to finish. Men must first reach General rank in the Military career before beginning these. However, if your men attend University, they can skip the Military career and join one of these when they graduate college.

*Each time you successfully complete a career, add another day between rolling the die for the Discovery risk. For example, once you complete the first career, roll the die every two days; when you complete another, roll it every three, and so on.

*If you are missing any of these careers, you may download CC versions of them. There are some listed here (http://www.modthesims.info/showpost.php?p=3243574&postcount=22).

Artist -- During your time at college, you realized just how terrible war really is. All that it serves to do is hurt people and separate families. In your heart of hearts, you believed (and still believe) that you can open the eyes and hearts of the people around you and help them understand that the war, for the good of everyone, must end.

When one of your Sims rises to the top of this career, their heartrending paintings of weeping mothers, mournful children, and razed countryside help change people’s opinions of the war. Suddenly, the Subversives don’t seem so crazy. Your Sim’s family is one step closer to bringing peace.

Education -- Your post as college professor brought you into contact with many college students, all angry about the war, about the draft, and about people dying every day. They all demand to know: what are we fighting for? You don’t have an answer, and that knowledge gives you the strength to stand with them and protest the war at all costs.

When one of your Sims rises to the top of this career, their efforts to teach students about activism and social justice pay off. Their students go on to become politicians and fervent activists, teaching others that the war is a useless gamble of human life. Peace is possible.

Journalism -- As a writer for the Sim Times, you started out repeating everything the government said, condensing it into sound bytes to help people understand it. Then your editor in chief sent you to SimParadise to cover the war and its effects there. What you saw--strife, misery, anger--shocked and appalled you. Your views on the war changed, and slowly, you began to use your writing to change other people’s views.

When a Sim achieves the top level in this career, they start their own Subversive newspaper and act as editor in chief, publishing article upon article by top activists about the war, the pain it causes, and the real reasons behind it. As your paper becomes more popular, you sway the opinions of more people, bringing the Subversive view to the forefront.

Law -- As a prosecutor, you represented the government against Subversives, bringing them to court before a frequently unpleasant, uncaring judge. It became increasingly clear that the government was uninterested in what they had to say, and even less interested in their innocence. Disgusted, you changed tactics, aiming instead for the judge’s seat in the hope of giving these people a fair trial.

After a Subversive becomes The Law, they hold fair trials for all those accused of being Subversives. Under their watch, many are still prosecuted, but far fewer are executed and even fewer than that receive unfair trials. The new face of the law allows the Subversives to state their case without censor, and their arguments change the face of the war.

Music -- You picked up a guitar one day and the magic just started to happen. The war gave you even more magic to work with. You hate the idea of someone forcing people to fight for something they don’t believe in, and you hate the idea of someone shutting you up. Both of these things make for great music.

As Rock Gods, Subversive Sims change the hearts and minds of their fans, making awesome music while remaining true to themselves and their opinions. Sure, there’s always the chance of being captured and killed, but who cares? This music can change the world!

Politics -- Enough is enough is enough. You bypassed all the artistic options and blasted straight up into the real world. At the heart of the government, you intend to use your power and leverage to stop this damn war dead in its tracks. If you can’t do that, then at least you’ll have had your say.

Once a Sim reaches the top of this track, they spend their time arguing viciously for an end to the war, an end to the embargo on SimParadise, an end to the death and destruction. Their oratory skills amaze everyone. Their fearlessness inspires others to take up the Subversive mantle. With them at the helm, peace sits just beyond the horizon.

PATRIOTS

RISKS

Drafting -- As a Patriot, your Sims--male and female alike--run a constant risk of being sent to the battlefield. Any adult Sims not currently serving in the army must roll for a chance to return to combat. Starting the day after the war begins, roll a die every other day at 6 P.M. to determine whether or not each adult non-military Sim on the lot will be sent to war (so if you have three, roll the die three times). If you roll a 4, that Sim must immediately quit his or her job, join (or rejoin) the military, and serve until he or she reaches General rank. After that, he or she can quit and start their career again.

Killed in Action -- Drafted Sims run a risk of being killed in action. For all Patriot Sims currently serving a second tour or higher in the military, roll a die every other day at 6 P.M. to determine whether or not they die in battle. If you roll a 2, the Sim you were rolling for must die immediately. You can use a cheat or a hack for this and he/she can die of anything. If you use boolprop testingcheatsenabled true, you can do “Kill…Die By Flies” or “Spawn…Rodney’s Death Creator.” You may not use the Paranormal career reward or a cheat to revive any dead Sims.

For Drafted Sims, this risk supplants the Military risk outlined under the general risks.

JOBS

*You may complete these in any order, but ALL must be completed to finish. Men must first reach General rank in the Military career before beginning these. However, if your men attend University, they can skip the Military career and join one of these when they graduate college.

*Each time you successfully complete a career, add another day between rolling the die for the Drafting risk. For example, once you complete the first career, roll the die every two days; when you complete another, roll it every three, and so on.

*If you are missing any of these careers, you may download CC versions of them. There are some listed here (http://www.modthesims.info/showpost.php?p=3243574&postcount=22).

Business -- War is a political game; business is a monetary one. Your shrewd intelligence, so crucial in the business world, is helpful to the government now. Your money is helpful, too. You fund campaigns, raise awareness, and strictly observe the trade embargos with SimParadise.

When a Patriot Sim reaches the top of the Business career, he or she holds enough sway over the business community to urge them to support the war with campaigns, commercials, and money. Victory is almost assured.

Intelligence -- The ultimate sacrifice for your country. As an intelligence officer, you give up your identity and your life to work undercover, infiltrating the government of SimParadise and the houses of dangerous Subversives. Under your watchful eye, the intelligence group expertly supports the army’s effort to win the war.

After a Patriot Sim finishes the Intelligence career, he or she stands as the epitome of all patriotism. He or she supports the army and the government’s efforts to win this war. With this Sim’s help, peace and victory are on the way.

Law Enforcement -- When you signed up for this job, you knew you would have to combat crime and unhappiness on the streets. With the war at hand, though, you also have to combat Subversives, reckless people undermining the authority of the government and putting the men and women of the military in danger. Between bringing them to justice and keeping petty crime down, you have your work cut out for you.

Once a Sim achieves the highest level of the Law Enforcement career, the people of SimCity grow more hopeful of a victory. Without as many Subversives skulking around and whining on street corners, army morale rises. The people sleep comfortably in their beds knowing that your Sim is looking out for their safety.

Medicine -- As a member of the prestigious medical community, you know that your duty lies in helping the military’s men and women recover from battle. Working in one of SimCity’s best veteran’s hospitals, you develop technology and techniques that can help people walk again, speak again, and function as a member of society again.

Under the intelligent guidance of your Chief of Staff Sim, crippling injuries are practically a thing of the past. Now that your Sim has revolutionized the medical industry, the war moves much more smoothly, and veterans counter the Subversives’ claims with honest accounts of your kindness and competence. Peace may be possible soon.

Politics -- Faced with the ire of Subversive candidates, all preaching the negative parts of war, your job on the campaign trail was to win the hearts and minds of the people. Having done so, you vowed to use your position in the government to support a clean, dignified victory for SimCity. With you leading the charge, SimCity can defeat SimParadise with a minimum of cruelty and a maximum of war spoils.

After your Sim becomes Mayor, he or she deftly steers SimCity toward a victory. Although Subversives occasionally spring up to protest the war on basic principle, your Sim’s smooth and well-articulated arguments silence them, allowing him or her to focus on bringing the army home safely. Peace is imminent.

Science -- No army is complete without weaponry, and what better person to make a weapon than a scientist? You studied science to help the country protect itself against invaders, and after the war began, you rose to the occasion, developing viruses, biological weapons, and specialized guns to quickly stop the enemy.

Once a Sim becomes a Mad Scientist, the army reaches a new level of sophistication. With your Sim’s weapons, the Drones won’t stand a chance. Their army is still stuck using Gatling guns while SimCity uses handheld Atom Scramblers! One way or another, SimCity will achieve peace.

HANDICAPS

*These are optional extra rules that you can add to your particular family to increase the level of difficulty.

*You may implement more than one of these at a time at any time during play. However, once you implement a handicap, you cannot nullify it. So if, in your third generation, you decide to use Bombing Raids and build your Sims a bomb shelter, you must follow the Bombing Raids handicap until the challenge ends.

Rationing -- As the war drags on and bombing raids ravage SimCity's vast expanses of farmland and destroy its railroads and highways, food becomes scarce. With both a massive army and a massive population to feed, the government implements a drastic rationing scheme. It also advises that every family plant a Victory Garden to save food for the troops.

Your Sims may not use the stove more than twice a day--so if Mom!Sim makes herself breakfast and dinner, the stove is off-limits to everyone else until midnight of the next day (for this reason, it's probably best to always serve meals). They may not eat snacks or desserts. They may not cook turkey, lobster thermidor, salmon, or pork chops. They may put away leftovers, but these must be deleted every Friday at 6 P.M.

Your Sim may not order more than 150 simoleons' worth of groceries at a time (so 100 simoleons of groceries plus 50 simoleons for delivery). They may not order groceries more than once a week.

Sims do not have to have Victory Gardens, but if they do, then they may eat as many meals as they like as long as the fridge is stocked with produce. They may not sell produce.

Bombing Raids -- SimParadise's army is sparing no expense. They stage bombing raids almost every night with massive explosives that pepper the country with debris and kill thousands at a time, wiping families off the map. The government advises that everyone build bomb shelters to hide themselves in.

This handicap supplants the Bombing risk listed above. Your family's lot must include a "safe house" that acts as a bomb shelter. Preferably, this would be a small, covered underground area, but if you have trouble building underground, you can make it a small above-ground room. The shelter can only be attached to your Sims' house if it acts as a basement. Otherwise, it must stand alone. If above ground, it may have only one door and no windows.

The shelter must be one room and may contain one refrigerator, one stove, one toilet, and as many beds as you like (but no double beds).

Every Wednesday at 6 P.M., your Sims must retreat into the bomb shelter and remain there until 6 A.M. If you have any Sims off-lot for any reason at 6 P.M., roll a die for each absent Sim. If you roll a 1, that Sim was caught in a blast off-lot and must die immediately upon returning home. If your Sim returns home safely before 6 A.M., send them to the bomb shelter.

At 8 P.M., roll a die. If you roll a 3, your Sims' house is destroyed. Any Sims outside of the shelter when the house is destroyed must die immediately. (Off-lot Sims are safe unless you rolled that they had to die earlier.) If you are a Patriot, you must move to a new house, but you may use “motherlode” ONCE as compensation from the government for your loss. If you are a Subversive, you must move to a new house AND you lose your savings. If, when the bomb hits, you currently have more than 40,000 simoleons, then use familyFunds to set your simoleons to 40,000. If you have less than 40,000 simoleons, do not use the cheat. Your family may salvage their Career Rewards and bring them to their new house.

Sacrifice -- Sims serving in the military are returning home, more and more often, missing...pieces of themselves, be they physical pieces or mental pieces. Although the government offers some aid and counseling, it is limited. Most soldiers struggle for the rest of their lives with their newfound disabilities.

With this handicap in effect, you must roll a die whenever a Sim reaches General rank in the military. If you roll a 5, the Sim returns home suffering from either Post Traumatic Stress Disorder or a permanently debilitating injury (you choose). For the next five days, while the Sim recovers, they may neither find another career nor skill-build for more than two hours a day. For the rest of their lives, PTSD sufferers may only sleep five hours a night before nightmares wake them. Injured Sims must spend at least five hours a day lounging on a couch or relaxing (not sleeping) on a bed to help themselves heal.

NOTE: Both PTSD and permanent debilitating injuries are serious and life-changing problems for real-world soldiers. If you tackle this handicap, do so respectfully and consider the real-world implications of both of these issues.

Spies, Spies Everywhere -- With the war on, the government is more wary than ever of Subversives. It monitors known Patriots and suspected Subversives alike, planting spies in workplaces to weed out anyone suspicious. In an environment such as this, every potential friend is dangerous.

If your Sims bring home a friend from work, then that friend is a government spy that has followed your Sim to examine their house for suspicious clues. None of your Sims may ask the friend to stay the night. The Sim that brought the friend home must become best friends with them before a) the other Sim leaves or b) it is 9 P.M.

If your Sim fails, they have either failed to prove their loyalty (for Patriots) or failed to sway the spy to the Subversive cause (for Subversives). Patriots must immediately quit their careers and join the Military track. Subversives must quit their careers and join the Criminal track. If your Sim is already part of the military or already a criminal, roll a die. If you roll a 2, the spy turns your Sim in to the government and gets them mysteriously killed in action or captured and executed. Kill the Sim immediately.

Pets -- Both the Patriot and Subversive causes understand the importance of animals in people's lives. People treat their pets like members of the family, loving them, caring for them, and keeping them safe. For Patriots, pets are an opportunity to aid the war effort; for Subversives, pets are an opportunity to convince people that war is wrong.

If you have a Patriot family, then each heir must breed or purchase an adult dog or cat when they age to adult. That dog or cat must join the Security career track and work through the ranks. When they reach the Pet Corps, they officially join the military's canine and feline units, locating bombs and contraband weapons and protecting soldiers.

If you have a Subversive family, each heir must breed or purchase an adult dog or cat when they age to adult. Said dog or cat must join the Show Biz career and rise to the top rank. As a Star, the pets work on TV shows and star in movies that demonstrate the atrocities of war, aiding the Subversive cause.

fway
30th Jun 2010, 12:01 AM
Oh man. This is well thought out. After reading the whole thing I want to start immediately.

HaunterMooneyes
30th Jun 2010, 12:16 AM
It took me the better part of several hours to type this up today, although the idea's been in my head for a week or so. XD I tried to think of every eventuality, but if anyone has any questions, feel free to post them here.

MaxieBoy
30th Jun 2010, 12:47 AM
Wow! This sounds so awesome. I wish there was something like this for sims three.... I'd do it, but my sims two is long gone, because my computer can't take it...

fway
30th Jun 2010, 12:57 AM
Two questions regarding homosexuals: For the gay males, is it possible to have a surrogate mother on the lot? For the lesbians, can either of the ladies get pregnant "artificially?"

HaunterMooneyes
30th Jun 2010, 01:20 AM
Yes and yes. However, the surrogate mother can't contribute to completing any of the careers--only the dads can. If you create an in-vitro father for a lesbian couple, the same applies to him.

perihelion
30th Jun 2010, 05:03 AM
Awesome! I like this challenge! Might be a while before I do it though since I'm working on another one of my own.

fway
30th Jun 2010, 11:34 AM
Before I go any further (I'm on my first day), can homosexuals adopt before the first week is over or is surrogate/in-vitro the only method?

refox_14
30th Jun 2010, 02:46 PM
Wonderful job!

I'm defiantly going to give this a whirl! ((I'll probably have to print it out though..))

HaunterMooneyes
30th Jun 2010, 05:03 PM
That's a good question, Fway; I was picturing the government being okay with gay couples before the war. Mm...yeah, go ahead and let them adopt in that first week. I'll add that into the rules too.

Good luck, Refox. =) I have a note sheet, haha.

I started mine last night--I have a couple of pictures, but nothing really substantial yet--with Sylvester and Lydia Reginald. They're working on their skills at the moment.

Lydia had a hellish pregnancy for the first three days that ended, in the third trimester, in a hugely depressing miscarriage. =/ She was miserable. She's pregnant again, but I don't know if she can handle it. I've never had a Sim with pregnancies so bad. She'll literally be sitting at the table with red hunger and red energy, falling asleep in her food every other bite; she'll get through half a night's sleep and wake up in hunger and bladder desperation. She's in her first trimester of her second pregnancy right now, so we'll see what happens.

eccentricgnat
30th Jun 2010, 08:06 PM
I think I will do this challenge. It sounds interesting. The only thing I will change is the gardening. In world war 2 they had victory gardens. So I would require one extra folk, in the family, to have to do nothing but garden. This sim won't be able to marry, have kids, and all sims can only have two meals a day, due to rationing. The family will have to live off of the garden, so it will pay for each generation to have at least two kids, one who will have to learn all the gardening skills, so the family can eat. Once a new sim reaches adulthood, and has his or her gardening skill, the oldest gardener can be sent to the bomb making squad or killed. Also, sometimes to many ghost can cause a lot to get all screwed up, so I will send the tombstones off to a war cemetery, after the first few folks die.

HaunterMooneyes
30th Jun 2010, 08:37 PM
I remembered the victory gardens, Eccentric, but I wasn't sure if it was the best idea to let people have them (so I changed it so that people can have them, but can't sell the produce). Your twist sounds very interesting, though, and I'll be interested to see how it goes.

pandadoraa
30th Jun 2010, 10:21 PM
This is very well thought out, I'm tempted to try it, but I don't have University or FreeTime. I'm thinking of just doing it anyway though haha, because I'm not really sure why those are required...?

HaunterMooneyes
30th Jun 2010, 11:38 PM
Those are required because of the job requirements. Most of the jobs in the Subversive track come with Free Time, and another comes with University. I think the Intelligence career comes with Seasons, though, so if you have that, you can at least play the Patriot path. However, you won't be able to send your male Sims to college to get them to skip the Military career requirement.

pandadoraa
1st Jul 2010, 03:21 AM
I have access to all the careers, except Intelligence you're right. I'm thinking I could simply meet the Law Enforcement requirement twice to substitute. And as for University, not being able to skip a career is fine with me.

HaunterMooneyes
1st Jul 2010, 07:28 PM
That should be fine, then. Let me know how it goes. =)

fway
2nd Jul 2010, 06:12 AM
I'm just about in the last day of the week before the war starts. I have posted the first two/three days of my progress here (http://fway-sims.livejournal.com/). Let me tell you, editing the pictures for this challenge was time consuming, but worth it.

HaunterMooneyes
12th Jul 2010, 03:52 PM
I finally managed to cobble some pictures together. I don't usually take pictures when I play my other families, so I had a hard time remembering to take them this time!

They're also a bit grainy, which is likely because of my terrible graphics card. My Sims have pans for hands.

Here (http://hauntermooneyes.livejournal.com/254888.html) is the first round. Next round will feature Linus at University and possibly him returning home, depending on what I get while he's there.

Lifeisaglitch
12th Jul 2010, 10:39 PM
This is giving me evil ideas about doing a Build a City challenge, and having it all peaceful and boring or whatever, giving the audience time to really know the characters then... BAM! Bombs fall, most everyone's dead and now it's WAR.

katalina522
12th Jul 2010, 11:17 PM
Those are required because of the job requirements. Most of the jobs in the Subversive track come with Free Time, and another comes with University. I think the Intelligence career comes with Seasons, though, so if you have that, you can at least play the Patriot path. However, you won't be able to send your male Sims to college to get them to skip the Military career requirement.

If you don't have those EPs, can't you just grab CC versions of those careers? There are definitely ones for espionage, education, music and journalism... I haven't looked, but I'm sure there are also substitutes for Law & Artist on here somplace as well.

HaunterMooneyes
13th Jul 2010, 03:08 AM
Certainly you can. As a matter of fact, if anyone can find them and would like to post links to them, feel free. The more people playing, the merrier.

And Life: ha! Exactly! It's certainly a good way to traumatize your Sims. >> Sylvester!Sim was so confused when Lydia just dropped dead out of the blue.

ETA: The next round of pictures is up here (http://hauntermooneyes.livejournal.com/255207.html).

katalina522
13th Jul 2010, 08:09 PM
For anyone who is lacking one or more of the EP careers, here are custom substitutes:

Artist

Artist Career by DarinClark2004 (http://www.modthesims.info/download.php?t=264145)


Education

Education Career From The Sims 1 by Jordie (http://www.modthesims.info/download.php?t=197713)
Education Career by sims2guy (http://www.modthesims.info/download.php?t=195716)
Teacher Career by Nimoemo (http://www.modthesims.info/download.php?t=189372)


Journalism

Journalism Career from TS1 by teknofobe (http://www.modthesims.info/download.php?t=188797)


Law

Legal Eagle Career by rebelscum (http://www.modthesims.info/download.php?t=231781)


Music

Music Career from TS1 by Jordie (http://www.modthesims.info/download.php?t=197060)


Intelligence

Espionage Career by FennShysa (http://www.modthesims.info/download.php?t=234741)
Spy Career by webmessia (http://www.modthesims.info/download.php?t=187235)

HaunterMooneyes
13th Jul 2010, 08:18 PM
I'll add that to the original post. And thank you.

CrimsonKiss
13th Jul 2010, 09:02 PM
ETA: The next round of pictures is up here (http://hauntermooneyes.livejournal.com/255207.html).

I love your blog of this challenge! Very entertaining to read! I am definitely going to do this challenge. But I'm so sure that I'm going to get attached to my sims...and then one will need to be killed off! Ahh! It'll drive me crazy, I'm sure! :jest:

ArabellaDTerroroftheSeas
13th Jul 2010, 11:07 PM
Hm. It might be kind of awesome to have a WWII type of story challenge. I know where to find all sorts of WWII and Cold War era CC and I've never had an excuse to download it until now.

Plus I went on a WWII history trip around Europe this summer, so this is a perfect chance to put my knowledge to use.

Also:
I think it would be interesting if you had a list of handicaps. For example, one handicap could be called Victory Garden and it could require that a family maintains a victory garden to supply some of their food. There could be other similar ration handicaps, like not allowing Sims to snack or have any kind of dessert. Or they have to make all of their own clothing from the sewing machine. Etc.

HaunterMooneyes
14th Jul 2010, 02:40 AM
Crimson: It was a wrench when I had to kill Lydia off. What's more frustrating for me, though, is having my Sims finally find a Subversive career, join it, and get about three levels up before the government finds them. >(

Arabella: Themes are interesting and therefore welcome. I think a WWII one would be particularly cool.

And optional handicaps aren't a half-bad idea. I'll have to think some up.

ETA: Added some to the end of the original post. They can be implemented into gameplay at any time, so if you've already started and you'd like to add one, feel free. They are not required.

smellincoffee
17th Jul 2010, 06:27 AM
Question: are the "hobby" objects allowed -- sewing machine, restorable car, and so on?

Also: my military Sim was just fired for being late to work. Right now I've got him back in the track and am calling it a "suspension", but...will that work?

HaunterMooneyes
19th Jul 2010, 01:52 AM
Yes, except the robot-making station.

I've been debating about firing for a while now. Putting him back in and continuing as usual should be fine, unless you'd like to treat it as him being under closer surveillance and enact a handicap or something.

smellincoffee
23rd Jul 2010, 12:37 AM
My heir has just gone to uni, playing her through quickly.

First update is here:
http://www.modthesims.info/article.php?t=412473

HaunterMooneyes
23rd Jul 2010, 03:05 AM
Oh I like the idea of using Civilization III to mirror the country's actions during the war!

I have enough pictures for the next entry, but I haven't gotten around to uploading/posting them. Should be forthcoming soon.

smellincoffee
24th Jul 2010, 03:57 AM
Working on my third generation now: two of the careers in my Sims' paths have been successfully navigated, and the second-generation sims are nearing theirs. We've had losses, but not many.

Also updated the story in Sims Creativity, although it will remain behind my actual playing.

refox_14
24th Jul 2010, 04:47 AM
I finally got started!

Sadly, the husband died, but it was after the triplets were born, so I didn't loose! Poor Song! (founder wife). She's constantly in aspiration failure! I'd be in aspiration failure to if I had three constantly screaming toddlers...

The husband died before the war had even started, mostly because I decided I wanted Song to raise the kids on her own, and starved him. I simply added it to the story line, saying it was the 'first' attack. I didn't know file clerks were dangerous to a attacking country... XD

MSK
24th Jul 2010, 07:29 PM
This is awesome, I love detailed challenges, and I've wanted to play a military family for forever!

Surrender to the SimCity State disloyal subversives! >:K

Actually, I still can't decide which path I want them to go on... Hmmmmm......

smellincoffee
25th Jul 2010, 02:59 AM
My third generation consists of two sets of twins, all four Sims being cute as a button. I don't know who to pick as heir!

HaunterMooneyes
25th Jul 2010, 06:53 AM
Refox: Oh your poor ladyfounder. =( Triplets all by herself. And with a war on, too!

MSK: I tried to make the two paths as evenly matched as possible in terms of difficulty, so whichever way you swing, hopefully it'll go well. I picked Subversive for my first family because I personally don't like war, so I would probably be a subversive in this situation.

Smellincoffee: I've been lucky and gotten decent-looking Sims on my first go, so I always use the firstborn as the heir. Lydia and Sylvester weren't as obsessed with having babies as Christy and Sylvester were, probably because Lydia had miserable pregnancies.

Here (http://hauntermooneyes.livejournal.com/255247.html) is the next batch of pictures. Please note that thanks to ACR, there's one picture with a Simbutt in it. You can't see anything else and the bum is partially obscured, but I didn't want anyone taken by surprise.

edlan97
26th Jul 2010, 12:55 AM
O.O I am SO doing this! Thanks for thinking of it!!

mangaroo
26th Jul 2010, 06:16 AM
I'm a bit confused by the Killed in Action risk for patriots. Everyone in the military (patriot or subversive) already risks death every other day if their military dice roll = 6. Does this mean that the risk for military Sims in patriot households is doubled on the same roll (2 or 6) or do you roll once for military (6 = death) and then roll again for patriot KIA (2 = death)?

pandadoraa
26th Jul 2010, 09:23 PM
I have encountered a problem. I have a husband and wife, and their 3 children (one kid, one toddler, one baby). I rolled a 6 for the husband in the military career, so he will be killed. But then I rolled a 2 for my wife who is currently in hiding. That would mean both parents must die. But that would also mean the end of the challenge. So I'm thinking I will kill off the father, but keep the wife, because what else could I do? I'm at the end of my second week, and don't want to have to start over. Just thought I'd let you know, and I want your opinion on this.

HaunterMooneyes
27th Jul 2010, 03:00 AM
Mangaroo: No. For Patriot Sims that roll the Risk to be drafted, the Killed in Action risk supplants the Military risk. Like Discovered Subersives, Drafted Patriots will die if you roll a two. Male Sims that joined the military because they never attended college will die if you roll a six. I'll edit the original post to try to clarify this.

Pandadoraa: It's your call. The rules of the challenge dictate that if they roll to die, they have to die--and if that means that you lose, then you lose. =/ If you'd like to fudge it a bit to prevent losing, or fudge until the children grow up, that's your prerogative. From a storytelling perspective you could move a surrogate parent in and say he/she took the children in when their parents died, but it's probably best not to let the surrogate complete a career.

I like clarifying rules. I don't like recommending bending them. I hope this helps.

pandadoraa
27th Jul 2010, 03:04 AM
Pandadoraa: It's your call. The rules of the challenge dictate that if they roll to die, they have to die--and if that means that you lose, then you lose. =/ If you'd like to fudge it a bit to prevent losing, or fudge until the children grow up, that's your prerogative. From a storytelling perspective you could move a surrogate parent in and say he/she took the children in when their parents died, but it's probably best not to let the surrogate complete a career.

I like clarifying rules. I don't like recommending bending them. I hope this helps.

I guess I'm fudging then. I want to continue my challenge, and with the genetics I currently have. What I've been doing now that my eldest son has become a teen is rolling for everyone, but if both are going to die, I kill the oldest. So if I rolled for both mother and teen son to die , only the mother will die. That way I can keep playing, and by killing the oldest, i am killing the sim with higher skills and farther up in a career, that way i'm still making it difficult.

HaunterMooneyes
27th Jul 2010, 03:33 AM
Okay. Good luck. =)

katalina522
27th Jul 2010, 07:04 AM
I have encountered a problem. I have a husband and wife, and their 3 children (one kid, one toddler, one baby). I rolled a 6 for the husband in the military career, so he will be killed. But then I rolled a 2 for my wife who is currently in hiding. That would mean both parents must die. But that would also mean the end of the challenge. So I'm thinking I will kill off the father, but keep the wife, because what else could I do? I'm at the end of my second week, and don't want to have to start over. Just thought I'd let you know, and I want your opinion on this.
Alternatively, you could put in a no-welfare hack and force the kids to live by themselves, which would also make for fun storytelling. Babies and toddlers can't die, even if their needs are all in the red. (And children can't die from most things, either, so you can get them happy again once they age up without worrying that they'll keel over from starvation if you had no adult on the lot to feed the toddlers.)

pandadoraa
27th Jul 2010, 06:33 PM
Alternatively, you could put in a no-welfare hack and force the kids to live by themselves, which would also make for fun storytelling. Babies and toddlers can't die, even if their needs are all in the red. (And children can't die from most things, either, so you can get them happy again once they age up without worrying that they'll keel over from starvation if you had no adult on the lot to feed the toddlers.)

I see how that makes sense, but I feels like cheating :p Normally a starving child would die, but using that hack I could just leave my toddler and ignore it. Plus I don't really like using hacks...I'm thinking of just expanding my family, so that in the next generation, I won't have this problem.

katalina522
27th Jul 2010, 10:21 PM
well, you can always use the buyable toddler sippy cup. I don't let them starve, but I discovered when playing another challenge that they can't. (I forget which one, but it is some sort of apocalypse where you have two teens, a child and a toddler alone in a house and they can only have one meal per day.) It's actually quite difficult to keep kids alive and functioning with no adult or source of income!

mangaroo
27th Jul 2010, 11:33 PM
I am having a serious love affair with this challenge. I hope HaunterMooneyes won't mind if I talk about my modifications and ask for a little help (see third bullet point).

* I'm playing two families: one Subversive, one Patriot. The goal is to see which family can bring the war to an end first. Therefore, I had to add a Uni career to the Patriot track so Subversives wouldn't be at a disadvantage. I added Show Business for Patriots (gotta sell those war bonds!) and then evened out the number of careers by adding Entertainment for Subversives.

* I want to see the war affect the whole neighborhood. So, instead of disallowing visits to community lots, I added community lots to the weekly Wednesday bombing raids. If I roll a 3, the home is destroyed. If I roll a 5, a community lot is destroyed and cannot be rebuilt. I'm using Phaenoh's West Weasels as my neighborhood, and I've assigned the most functional (grocery store, clothing store, restaurants) and fun (pool, skating rink) community lots the numbers 1-6. If a community lot is bombed, I roll the die again to see which lot gets bulldozed. I'm also incorporating part of the bombing raid handicap: if a home or a community lot was bombed, I have to roll the die for every Sim teen or older. If the residence was destroyed and the individual's roll = 3, that Sim dies. If a community lot was destroyed and the individual's roll = 5, that Sim dies. (Even if they were home at the time. War is not logical.)

* I'm in the process of matching up the careers with some Apocalypse Challenge style restrictions. For instance, once the war begins, no one can go to Uni until a Subversive reaches the top of the Education career. (Because higher education diverts resources from the war effort and is a subversive breeding ground fostered by the intelligentsia, dontcha know.) Patriots can't own TVs until one of them tops the Show Business career; Subversives can't own TVs until one of them tops the Entertainment career. I still have a little time before the war begins to flesh out what each of the other careers will unlock, so if anyone has any suggestions for what reaching the top of the following careers would unlock, I would love to hear them: Business, Intelligence, Journalism, Law, and Medicine.

pandadoraa
28th Jul 2010, 12:04 AM
Mangaroo - You're so clever adding in the Apocalypse Challenge career rules. I suggest for Medicine, before you finish that career, you kill off any sim who gets sick immediately, instead of letting them heal.

HaunterMooneyes
28th Jul 2010, 01:59 AM
*flails a little* I love watching this thing mutate. It's so cool seeing how people adapt it while still staying within the rule parameters (lots of you have even made it harder!). That's one of the best parts of making challenges: watching people change them and make them awesome! (And also watching the stories unfold. I like stories.)

Mangaroo: Ideas, ideas...um...maybe Discovered Subversive Sims can't return to a normal career until one of the other Sims has completed the Law track? They still have to reach the top of the career, but once they become a Criminal Mastermind, there's no one high up enough to absolve them of their "crimes" until one of the family is The Law--they have to stay in the Criminal career until someone completes the Law track.

And perhaps ditto for Drafted Patriots--they can't return to a normal career until someone completes the Intelligence track and pulls some strings to get them out of serving, even if they become a General before that happens.

mangaroo
28th Jul 2010, 11:53 AM
pandadoraa, that's a great suggestion. I want to limit my cheat-deaths to war events (killed in action, executed subversives), so I think I might just tie medicine to witchcraft. Witches have a remedis simae spell that I use to cure sickness in my prosperity hood. I would call these home remedies/pharmaceuticals rather than witchcraft, because the supernatural has no place in this hood.

HaunterMooneyes, yes! I love it. It adds just the right amount of additional challenge and gives a great benefit to whichever family can top their respective unlocking career first.

Reading what you said about spares in the original post, it sounds as if they just go to the bin. I have an obsession with keeping generations synced, so I'll be sending my spares to communal homes and playing them in sync: all spare males go to military barracks where they'll never skill sufficiently to reach the top of the career, spare patriot females go to a Red Cross/USO-type lot where they'll grow produce for the military barracks and run the draft risk, and spare subversive females to...an art commune, I guess. They will, of course, run the discovery/death risk. In the event of the death of an heir with no offspring, a spare sibling can return home. However, a successful bomb strike on a communal living lot automatically results in the death of everyone on that lot, so spares run a higher risk of bombing death.

smellincoffee
29th Jul 2010, 04:38 PM
Reading what you said about spares in the original post, it sounds as if they just go to the bin. I have an obsession with keeping generations synced, so I'll be sending my spares to communal homes and playing them in sync: all spare males go to military barracks where they'll never skill sufficiently to reach the top of the career, spare patriot females go to a Red Cross/USO-type lot where they'll grow produce for the military barracks and run the draft risk, and spare subversive females to...an art commune, I guess. They will, of course, run the discovery/death risk. In the event of the death of an heir with no offspring, a spare sibling can return home. However, a successful bomb strike on a communal living lot automatically results in the death of everyone on that lot, so spares run a higher risk of bombing death.

I'm playing my spares, although with slightly relaxed rules: I only roll for them if they're in an appropriate career (which they don't have to be), gay, or on Wednesdays for the bombing risk. I also let them have TVs and shop for clothing instead of sewing it themselves.

HaunterMooneyes
29th Jul 2010, 08:16 PM
The one spare that I have, Felicia, is whiling away her time at University. I may just have to dump her onto a lot (say she came back from the safety of the neighboring country, or something) and do what you're doing, mangaroo, because it's such a cool idea. For sake of ease I usually try to avoid spares as much as possible, but I may just have to arrange to get some. >>

smellincoffee
29th Jul 2010, 08:25 PM
The one spare that I have, Felicia, is whiling away her time at University. I may just have to dump her onto a lot (say she came back from the safety of the neighboring country, or something) and do what you're doing, mangaroo, because it's such a cool idea. For sake of ease I usually try to avoid spares as much as possible, but I may just have to arrange to get some. >>

I have ACR installed, so spares are kinda... unavoidable.

I'll um, leave it at that. ;)

Oh, and third update here (http://www.modthesims.info/showthread.php?p=3266588#post3266588) . The write-up is slower than my actual play-time, so I'm trying to slow down the playing. :lol:

HaunterMooneyes
30th Jul 2010, 06:26 AM
I have ACR, too, and Christy and Sylvester always tried their hardest to make lots of babies; if not for her miscarriage, they'd have succeeded twice. Ivy and Linus aren't quite so enthusiastic.

I haven't played in a couple of days, but once I do, I'll get Lionel to finish University and then post an update.

mangaroo
30th Jul 2010, 11:58 AM
War has come to Homefront.

When Trent, Pyre, Alex, and Fern met at National University, they could never have imagined what their futures held. Double dates and long philosophical conversations in the common room led to friendships -- and romances -- that seemed like they would last forever. Graduation gave way to marriages and mortgages and multiple births. Despite their very different lifestyles, the couples remained close and met frequently at each other's homes or out in the community. Trent pursued a career in politics, while Pyre barely interrupted her passion for dance to give birth to the twins. Alex and Fern moved to the country and pursued their interests in farming and writing, convinced that "working for the man" wasn't the path to happiness. Money was tight after the birth of the triplets, but there was always love (and woohoo, for romantic Alex). Then the war came like a sudden storm.

Trent, convinced a military response would bring swift peace, raced off to the military recruitment center to join the counter intelligence unit. Alex, filled with doubt, nevertheless enlisted as a drill instructor. A philosophical gulf began to develop between the lifelong friends. Lengthy chats were replaced by heated arguments. When Alex died in friendly fire, Fern's life was torn apart. After days of misery and exhaustion when all she and the triplets could do was cry until they collapsed, she realized war itself was the enemy and vowed to fight the industrial military complex. She could no longer look to her old friend Pyre for support. Having quit her job as a dancer, Pyre was throwing all her support behind her husband and the war effort.

Gameplay notes. That's right: Alex died in the FIRST military death roll. In my regular game, thanks to smart milk and the lack of dead husbands/fathers, I've never had toddlers age without learning all of their skills. It just seems odd that there are no consequences. I think TS3 has a better handle on penalizing development when that happens. On the other hand, Fern and the triplets (and I!) barely survived the three days until they aged up. I'm trying to get both Pyre and Fern into the Uni careers (Artist and Show Business) because it could be a long time before an heir is eligible to go to Uni again, but the newspaper is not being kind.

ETA: can Fern remarry? She's a family Sim, so she's rolling the want. I'm tempted to lock it and say it won't happen because all the men are off at war, but if she can remarry, I assume her second husband would not be able to unlock any careers.

smellincoffee
1st Aug 2010, 12:04 AM
If an heir’s spouse dies, the heir may remarry. If the original spouse failed to complete a career path, the new spouse may.

Just say your widow picked up someone when they were on leave. :lol:

HaunterMooneyes
2nd Aug 2010, 01:50 AM
Yeah, what smellincoffee said. =) Since Alex didn't unlock a career, you're allowed to have Fern's new husband (if she gets one) try. He'd have to finish the military track first, of course.

mangaroo
2nd Aug 2010, 06:13 PM
Thank you both. I didn't know if Founders had the same liberty as heirs. Sadly, it turned out to be irrelevant as Fern was Discovered and then Captured. I'm not much of a storyteller, so here's a chronological history of Homefront thus far:

Patriots
day 1 - Patriot founders Trent and Pyre move into their new home.
day 5 - twins Truman and Daisy are born
day 7 - the war begins. Founder male Trent enlists in Counter Intelligence.
day 18 - a bombing raid destroys the Finer Diner community lot. Trent killed in the bombing.
day 20 - "spare heir" Roman is born.
day 26 - Pyre drafted. Quits career in law enforcement and joins military as Senior Officer.
day 30 - teen son and "true heir" Truman killed in service
day 36 - a bombing raid destroys the skating rink. Roman killed in the bombing.
day 39 - default heir Daisy marries Jonah Peacock, who immediately enlists in the military.
day 42 - Jonah killed in service. Daisy (pregnant) is drafted.
day 43 - cheesecake twins Stewart and Johanna are born. Daisy quits the medical career and joins the military.
day 47 - Pyre dies in platinum old age as a retired general. Daisy, exhausted from childcare, is frightened to death by a ghost (father, husband, brother? Who knows?). Social worker comes for the children. The patriot cause is ended.


Subversives
day 1 - Subversive founders Alex and Fern move into their farmhouse.
day 4 - triplets born: Sinclair, Cody and Alyx
day 7 - the war begins. Founder male Alex enlists as a Drill Instructor
day 8 - Alex killed in service.
day 14 - burglar! (lost 3 chairs and a wishing well)
day 18 - Fern discovered distributing anti-war art.
day 20 - Fern captured and executed
day 22 - "spare" Cody killed in service
day 24 - "true heir" Sinclair killed in service
day 34 - Alyx becomes an adult, marries Connel Dyer (the burglar from day 14), and joins the Law career. Connel enlists as a member of the Elite Forces.
day 38 - Connel killed in service
day 40 - twins River and Connie are born
day 46 - Alyx fired (<- chance card)
day 47 - Alyx joins music career
day 48 - Alyx discovered performing at an anti-war rally and quits her job to go underground.
day 49 - Alyx marries Edgar Thrasher (because I am terrified of having the only adult in the house at risk of death)
day 52 - the farmhouse is bombed. Everyone survives the bombing, but they are forced to move with only §18,000 into a starter house in town.
day 53 - twins Joshua and Zackery born
day 54 - Edgar killed in service.
day 55 - River enlists.

So the Patriots are out of the running. No careers achieved on either side and we're heading into the third generation. I feel like the computer in War Games: the only way to win is not to play.

Some gameplay questions:
* I intended this to be a patriarchal legacy, but both my generation 2 heirs defaulted to women (they were the only survivors on each side). When a female heir marries a male townie, does he have to enlist and reach General? I think yes, but the casualty rate in my game is so high that if it's not a requirement, I won't make them do it anymore. D'oh! Answered by HM above.
* I have a "recruitment center" set up on a community lot using Mog's job board so teens and draftees can join the military career immediately. However, when subversives are "discovered," I've been relying on the newspaper to get them a job in the criminal track. The newspaper is not always cooperative: Alyx only found a criminal job two days before she transitioned to elder and retired. Would it be acceptable to set up a second "black market" community lot for discovered Sims to join the criminal track using the career board?

HaunterMooneyes
3rd Aug 2010, 06:04 AM
You're having some serious bad luck, Mangaroo. o_o Makes me realize how lucky I've been (even though my girlsims seem to have a chronic case of Discovereditis).

If the newspaper is being that ornery, then yes, you can set up a lot exclusively for the job search board. If you're comfortable with testingcheats, that works well too.

smellincoffee
5th Aug 2010, 11:52 PM
I've had good luck...until now. The third generation has had numerous setbacks, but the heir is in university now. She should be able to knock out out a career fairly quickly, but has had no luck finding a spouse.

mangaroo
7th Aug 2010, 02:56 AM
Day 110 and it's all over for Homefront: the last subversive -- teenager Brooke Dyer -- was frightened to death by the ghost of her uncle. Pity. She had survived the last challenge risk of her teen years (there had been a bombing raid the previous night), and it should have been clear sailing for the next six days until she started facing the risk of Discovery.

In retrospect, the most damaging handicap in my game was the restriction that prevented anyone from going to college (and thereby circumventing military service) until a qualified Sim reached the top of the Education career. Still, if I attempt this challenge again (and it's definitely joining the Asylum on my list of repeatable challenges), I can't imagine playing any other way.

smellincoffee
7th Aug 2010, 05:34 AM
If I understand the rules, my subversives have succeeded in bringing the long war to an end. Although my writeup in Sims Stories is still at the beginning of the second generation, here's some basics.

Starting sims: Marc and Juliette Almand.

Marc and Juliette both begin as police officers, although Juliette's pregnancies keep her a cadet. Marc skills for both the police and the military career, so he's frequently exhausted. When the war breaks out, Marc joins as a junior officer and climbs oh-so-slowly up the track. Finding friends is difficult for him, and he gets demoted and fired more than once. Doesn't help that I make him train for another career on the side. He survives his time in service, making the transition into politics and becoming Mayor.

Juliette has three kids, all girls: Jeanne, Alexandrie, and Marie. Jeanne assumed the mantle of heir, although until she hit college I had no idea what career she'd pursue. Then she became obsessed with painting, so I said "all right" and started training her to be an artist once she got out of university. She cultivated a few relationships with potential husband. Her first husband Trevor (NPC who pesters sims who are into arts and crafts) was a disaster, smooching Alexandrie on his and Jeanne's wedding night. They started revenge-woo-hooing and eventually Jeanne became pregnant with a neighbor's babies. Trevor beat up the neighbor four times (three in one night!), and soon died on the battlefield. Meanwhile, Juliette turned from law enforcement to the law and eventually became "The" Law before passing away.

Jeanne gave birth to twins Simone and Nicole, nearly identical black-haired blue-eyed beauties. I favored Nicole early on. Jeanne later made twins with her new husband Cyd Rosewater, a Maxis-made Sim who likes training with his dog. Cyd went into music, while Jeanne pursued her artistic talents. They had another set of twins, Penelope and Jules. Jules was the first male in this family, and with his green eyes I was tempted to make him the heir. My hours invested in grooming Nicole for the role overrode that, though.

Meanwhile I kept playing Alexandrie, Marie, and Alexandrie's partner Ginger Newson. Since their household wasn't my challenge household, I eased off on the rules a bit -- although I did roll for subversive risks. Nothing happened, and they had three boys: Robert, Trevor, and...another. Alexandrie had two of them (one by Trevor, one by the same guy who fathered Simone and Nicole). Marie had (by virtue of my same-sex pregnancy mod) one child. She was a cop, Ginger a librarian, and Alexandrie a stay-at-home mom until the kids were teenagers. Then she became a cook.

Meanwhile, back at the ranch, my dice finally realized "Oh, this is a war. Bad stuff is supposed to be happening". They lost their house twice in a row, meaning briefly they lived in poverty: poor Marc was reduced to sleeping on a couch. Cyd was Discovered, but thankfully not until after he became a Rock Star. He also turned into an elder on the next day, so his retirement was pretty lame. He couldn't keep his job as a rock star, and he couldn't rise through the criminal ranks as an elder, so he sat on the couch or fished all day.

Nicole and Simone went to college. Simone found someone fairly early, but Nicole had bad luck. I focused her on men (ACR made `em bisexual) to avoid the "if one person in a same-sex couple is discovered, both are discovered" risk, but the only guy she liked was Mitch Indie -- and he was gay. So, she found a girlfriend and was happy. Nicole rejoined her parents while Simone moved into her own house.

Nicole's partner -- one of the Maxis-made Sims with the last name of Wirth -- became a teacher and moved somewhat sluggishly up to Minister of Education. I had groomed Nicole for Journalism, but it was so slow to come up I put her through another few careers instead. Finally she got into journalism, and thanks to all the level grinding became Media Magnate fairly quickly. After I play Alexandrie, Marie, and Simone up to match, everyone is going to celebrate by getting married (if they're gay), buying computers, and getting the hell out of the military. :lol:

While my luck with the dice was excellent -- one military death, two houses blown up, and one subversive discovery -- I think I made this too easy by having my heirs go to university. There, I had plenty of time to work on their skills. While Jeanne's triumph was delayed by having to make babies, Nicole only had to wait until the newspaper rolled the career. Then boom, she's media magnate in a few days. Her partner at least had to skill as an adult. :lol: Glad I put off Nicole having kids so she could focus on that career. I didn't know I could add days between die rolls with every successful career, though.

lauratje86
7th Aug 2010, 05:06 PM
I've been getting a bit fed up of playing the sims, so I've decided to give this a go and see if it makes playing a bit more interesting!

I'm going to use some of mangaroo's ideas too, making it so that sims can't attend uni until someone has completed the Education career, and moving the spares to other lots - but I'm going to do all males to a military baracks and all females to a gardening/sewing/fishing lot, and then they have to produce food and clothing to help support their families (by inviting them over and giving them stuff as gifts). I'm also going to do both a Subversive and a Patriot family at the same time, and the two men are going to be brothers. I'm going to make it so that the families get on well to start with, but if one of the Subversives gets discovered then none of the Patriots alive at the time will interact with any of the Subversives again. Any Patriots born after the discovery will, though. Unless another Subversive gets discovered!

I'm really looking forward to this challenge, it certainly sounds, ummm, challenging! :-D

HaunterMooneyes
9th Aug 2010, 03:04 AM
Mangaroo: I like the changes you made. If I replay once I finish, I may implement similar rules. It seems to make things ten times harder, but that's part of the fun. >>

Smellincoffee: Congrats on finishing! =D And yeah, University does give them a particular edge. I'm debating whether or not to remove the extra days between dice rolls from the rules. I used it, and after finishing two jobs, the sense of imminent danger has eased a bit too much for comfort.

mangaroo
9th Aug 2010, 04:04 AM
lauratje86, yay! I wish you better luck with the dice than I had in Homefront.

HaunterMooneyes, I had so much fun with this challenge that I'm trying to map the rules to the careers and features available in TS3. (It's too soon for me play it again in TS2. I would constantly be comparing the new game to my poor defeated Homefront.) As soon as I can figure out what to do about the lack of University and decide whether to replace subversive Law with Cuisine or Sports (yeah...not exactly a direct match, there), I'll be ready to go!

lauratje86
9th Aug 2010, 04:15 AM
Thanks mangaroo :-) I've been doing ok so far, but the war only started half a week (one play round) ago! Nobody's dies, no houses have been destroyed, and my Subvesive lady is busying away trying to reach the top of the Education career so that her kids (fingers crossed), or at least her grandkids, can go to university!

I reckon that cuisine would be a better one, Sports sounds pretty patriotic to me, you know, entertaining the public during wartime, giving them a "team" to root for and so on. Not sure how to make Cuisine sound subversive, though! Maybe something to do with making links with the country they're fighting by introducing their cuisine to the public's everyday life?

Also, I play with ACR, so in other news, my Patriot lady, who was intended to be a career-oriented lady with two or three kids, woohoo'd autonomously with someone she brought home from work (the first time she brought him home! Shocking! :-D), so I decided to get her pregnant by him as she seemed to like him so much! The resulting son won't be the heir, as he's not the husband's son, and so she's now pregnant again, by her husband this time! :-) And with natural twins!

HaunterMooneyes
9th Aug 2010, 08:20 PM
Mangaroo: I'm glad you liked it! I would draw up a TS3 version if I had TS3, but since I don't...and I agree with Lauratje; I think that Cuisine seems more suited to Subversive. I like Lauratje's idea for justifying it, too: maybe the Sim at the top of the career has a really popular restaurant or a cooking show featuring foodstuffs from the "enemy."

Lauratje: I'm glad it's going well! Isn't ACR fun? XD My founders didn't have much fun with it--I think they were too stiff--but it's thrown some bizarre curveballs into my second generation. Good luck!

Katika
19th Aug 2010, 05:13 PM
Holy crap this is addictive. Seriously. I died the first three games because I never found time to have children and the first one was like seriously infurtile. The third time i got so very close the finishing my 4th career track then the dad died in action, the mother was found out, and couldn't make enough money and then the social worker came. But this is my 4th time and I'm doing really good. I was determined never to do this after I couldn't do it the first time. That lasted like 4 minutes.

suikostar108
20th Aug 2010, 05:01 PM
I started this challenge maybe a week ago and am playing when I can. My family is Patriots and have twin boys, now children, although I haven't decided who will be heir yet. The mother is unemployed and is taking care of the boys and a victory garden. I'm also rolling for bomb attacks and have a property with a basement I'll use if the house gets hit. I can't remember offhand which position the hubby is specifically, but he is an officer and close to the top of his career (military, of course). I've been lucky so far and no bombs have destroyed the house and the hubby is still kicking. ;) Thanks for the challenge...it's really unique. :)

mangaroo
20th Aug 2010, 08:00 PM
Challenge players, when are you sending your teens to Uni? In my Prosperity hood, I typically send my teens off 4 days from adulthood, but there's obviously an advantage here in sending them sooner so males can avoid the risk of dying in service.

(I'm getting a little ahead of myself, since my Subversive is only close to the top of the Education career, so I haven't unlocked Uni yet. But I want a plan in place in case I do. Now I have cursed my Sim and she will be discovered.)

HaunterMooneyes
22nd Aug 2010, 03:07 AM
Katika: Ouch, I'm sorry your first few attempts turned sour, but I'm glad this latest one is going better! (Now that I've congratulated you, everyone will spontaneously drop dead when you open up the lot next. ;) )

Suikostar: You're welcome! It's always fun making new challenges and watching people enjoy them and adapt them to their tastes.

Mangaroo: I send my teenagers to college straightaway to give their parents less time to die/get Discovered/lose their jobs. By the time they've aged to teenagers, too, I'm usually tired of their parents and ready to find them a lifelong partner and get them started on their career and family.

Darkroselyn
25th Sep 2010, 08:26 PM
Does this count as necro-ing the thread? If so...oops. :faceslap:

But I just had to say, this sounds like an amazing challenge, and I think you did a great job at thinking it through. I'm pretty sure I'll try this, the only question is whether I'll post pictures of it or not. But it would be a shame not too, as I have an amazing storyline for this one, plus I can use certain sims I want to.

So maybe I will. But anyway I wanted to thank you for making such an uber-mazing challenge. It has rekindled my interest for sims 2.

HaunterMooneyes
29th Sep 2010, 06:38 AM
Thank you so much! =) I'm glad you like it. Have fun and good luck!