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Test Subject
Original Poster
#1 Old 27th Nov 2015 at 5:00 PM
Default Another "End of the World" Challenge?
Backstory: It’s been 200 years since the last bomb was dropped. The world was coated in toxic waste, harsh radiation meant to wipe out the infection. Sure, it did it’s job, but in the process it wiped everything else out too. Now the survivors are left to scour the land that their ancestors once used to. Beautiful terrain are ashpits under the fingertips of the fallen. In the town of Roseward, only a small clan of survivors are left, spread out across town. Can the town be rebuilt? Or will the past die in the wastelands. (Inspiration/Adaptation of the apocalypse challenge by Pinstar, doomsday challenge by MistyDW, and zombie apocalypse challenge by cannibalcupcake)

This is a multi-generational legacy challenge

Suggested expansions: Ambitions

Suggested Mods: Story Progression, Portrait Panel, Woohooer, and Career/School mods (none of these are required, they just add a bit more to the story.)

Set Up:
The town you start in doesn’t have to be Roseward. Any ‘apocalyptic’ town will do (or an EA made town that you doctor yourself.)

Start off by rolling a six sided die. You have to have 2 survivors to start off with (so you can
repopulate), but each number is another sim you add to your survival camp.

Make sure there is a hospital, school (later on in the challenge), junkyard, military base, criminal warehouse, town hall, and a food store/book store.

Generation 0: All Those Who Remain

Before the start of this generation, build a fence around the chosen ‘camp’ (I would suggest a 40 x 40 lot,) then reduce your funds to 2000. Use this to buy tents, sleeping bags, or anything that you may need such as: a radio (‘battery powered’), skill items like easels or guitars, books, and seeds from the supermarket.

The power grid has been out for a long time now, so no electric items can be used.

Same with the water, it is all too toxic to use anyway. All the group can afford is a small amount to boil in use for plants and drinking (in other words, no bathing or toilet.)

No fishing (the waters are too polluted to do that without serious risk

No contraceptive is available, so all woohooing must be ‘try for baby’ or ‘risky’ (set to 50%)

No sims may go to school or have a job

Must grow their own food


Roll a dice if a sim is having a baby. Lucky, Family Oriented, or Nurturing brings the chance of death down from 50% to 10%. All sims that give birth without those traits have a 50% chance of death from birth complications.

Sims can leave camp up to two times a week to go ‘scavenging’ (ie. dig through the junk piles, look for seeds/rocks, or dumpster dive if available.) It is only safe to leave the lot between the hours of 6am to 5pm, and if your sims aren’t back at the base by that time, then they lose all items that they have on them due to looters.

No police or service people

This generation ends when the last child of the generation becomes a young adult.

Generation 1: Done My Time and Served My Sentence

“They thought that order would rise from the ashes, swiftly coming to save them. They didn’t know how wrong they were.”

After years, an underground mafia has risen from the ashes of destruction. This generation must:

Have at least one sim in the Criminal Career or be part of ‘the family’ if you have that mod

The power grid has been out for a long time now, so no electric items can be used.

Same with the water, it is all too toxic to use anyway. All the group can afford is a small amount to boil in use for plants and drinking (in other words, no bathing or toilet.)

No fishing (the waters are too polluted to do that without serious risk

No contraceptive is available, so all woohooing must be ‘try for baby’ or ‘risky’ (set to 50%)

Must grow their own food

Roll a dice if a sim is having a baby. Lucky, Family Oriented, or Nurturing brings the chance of death down from 50% to 10%. All sims that give birth without those traits have a 50% chance of death from birth complications.

No police or service people

No children can attend school
Can only go out once a week to loot (ie dig through the junkyard, find seeds/rocks, and dumpster dive,) though it is only safe to go out between 10am and 3pm, and if a sim is not back to camp by then, then they have all of their stuff confiscated by the mafia.

Must have a burglar once a week, or pay tribute to the mafia (delete an item/ destroy a crop). If you can not pay tribute, then they will kidnap one of your family members until you can. (move a member of the house out until you can pay the tribute. Nobody is safe except the person working for the Mafia)

This generation ends when the youngest ages up into a young adult.

Generation 2: I Am So Much More Than Royal

“I’m taking back the crown.”

After years of waiting, the saviors have finally come. Or have they? This generation must:

Have at least one sim in the Military Career

Hospitals have been set up around town, so contraception is available, and risk of pregnancy goes from 50% to 10% for sims without Lucky, Family Oriented, or Nurturing. Sims with these traits have no risk of death from pregnancy.

Looting has been outlawed in town, and is punishable by death. Though if you feel the need to loot, you can only do it once a week, and only from the hours of 1am to 4am. If you are caught by anybody in the Military branch, your items are confiscated and your sim killed.

Once a week, the red cross has a ‘warehouse’ opened for those who need supplies. They are open on Wednesdays from 6am to 4pm. The government gives each family a salary of 300 dollars for all supply needs, on top of the pensions it’s workers receive.

No schools are available, except for military school. (if you don’t have a mod for military school, then just set up a school in town. None of the sims can work as teachers though.)

Two electric items are allowed per household, along with three oil lamps/torches

Sims may only leave the lot for school, work, and supplies once a week.

This generation ends when the youngest reaches young adulthood.

Generation 3: Welcome To the End Of Eras

“We have to teach the future generations.”

Looting has gone down, sims are safe at night from the things that go bump, but how do you expect to run a country without educations? This generation must:

Have one sim who goes into the Education track. If you can do this, then have your sim become a doctor at the hospital (‘a student of medicine’)

Hospitals have been set up around town, so contraception is available, and risk of pregnancy goes from 50% to 10% for sims without Lucky, Family Oriented, or Nurturing. Sims with these traits have no risk of death from pregnancy.

Looting has been outlawed in town, and is punishable by death. Though if you feel the need to loot, you can only do it once a week, and only from the hours of 1am to 4am. If you are caught by anybody in the Military branch (out past the time allotted), your items are confiscated and your sim killed.

Once a week, the red cross has a ‘warehouse’ opened for those who need supplies. They are open on Wednesdays from 6am to 4pm. The government gives each family a salary of 300 dollars for all supply needs, on top of the pensions all workers receive.

One sim must master logic by the end of the generation.

Water has been purified, so sims can take a shower between 2pm and 6pm only. Toilets are available for use anytime. during the day.

Electric grids are back on, so you can use electrical items.

Sims may only leave the lot for work, school, and once a week trips to town.

Once a member of the household reaches the top of the field (medical or education) then the town is now educated for leadership.

Generation 4: I Tried to Hold These Secrets Inside Of Me

“One will raise up and reclaim the town.”

The final generation in this challenge. The town is running fine, but something feels off. A leader needs to be elected, and soon. If not, the military will gain full control. This generation must:

Have one sim in the Political Career.

Hospitals have been set up around town, so contraception is available, and risk of pregnancy goes from 50% to 10% for sims without Lucky, Family Oriented, or Nurturing. Sims with these traits have no risk of death from pregnancy.

Looting has been outlawed in town, and is punishable by death. Though if you feel the need to loot, you can only do it once a week, and only from the hours of 1am to 4am. If you are caught by anybody in the Military branch, your items are confiscated and your sim killed.

Once a week, the red cross has a ‘warehouse’ opened for those who need supplies. They are open on Wednesdays from 6am to 4pm. The government gives each family a salary of 500 dollars for all supply needs, on top of the pensions all workers receive.

Water has been purified, so sims can take a shower between 2pm and 6pm only. Toilets are available for use anytime. during the day.

Electric grids are back on, so you can use electrical items.

Sims may still only leave the lot for work, school, and once a week supply runs

This generation ends when somebody in the household reaches the top of the political career. Once this is lifted, the town is back to normal, and you can play as normal.

(Each Generation uses a line from a song. The songs included are "Emperor's New Clothes" by Panic at the Disco, and "Control" by Halsey
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Test Subject
#2 Old 16th Feb 2016 at 5:39 AM
Wow I might try this out! This looks like fun.
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