You can read all the official rules
How to start.
The challenge ends after 10 generations. The 10th generation child must be able to trace their bloodline back to the founder. The challenge may be done with any combination of expansion packs. Go into Create-A-Sim and make your founder. They must be an adult or young adult. You may choose either gender, pick any aspiration you want, assign personality points however you want and pick their turn ons and offs however you want. You may use any custom content. When creating your founder in CAS, you may start them with a single cat OR a single dog (not both). You may customize this animal in any way and pick its personality however you see fit.
The Rules of play:
These are the rules that apply to any and all Legacy families, no matter what.
- You may not use any cheats except for building cheats, move_objects (to fix bugged objects), and kaching (each use gives you a penalty)
- You may only use official Maxis objects, and the official Maxis objects. You may use custom re-colors of objects, as long as they do not alter the in-game properties of objects.
- You may download and use ANY custom content for clothing, tiles, and wallpaper.
- You may not use any mods.
- You may only marry or move-in Townies or NPCs
- You may buy animals, adopt them for animal services, or adopt strays. The only method of having animals moved in that is restricted is that you may not merge an animal household into the Legacy house.
- If something very bad happens, you may quit without saving and reload from your last save, but doing so may give you a penalty.
- When a child grows up to be a teenager, you may not choose their aspiration. You must roll a 6 sided dice to determine it.
- 1 Wealth
- 2: Knowledge
- 3: Family
- 4: Romance
- 5: Popularity
- 6: Pleasure Seeker (or pick your own if you do not own Nightlife)
- For your FOUNDER you can choose the secondary aspiration. However for your heirs, spares, and spouses you need to roll for the secondary aspiration. If the secondary that you roll for ends up being the same as your primary aspiration you must choose Grilled Cheese for a secondary.
- Plant babies spawned from plant sims can be considered heirs if the plant sim is part of the Legacy bloodline.
- The weather in the neighborhood screen may be set however you wish, unless stated otherwise by a handicap.
- You may only sell items bought with your Sim’s own money, or items brought with the sim.
- Only items bought with the Sim’s own money may be taken home from college.
- Only sims that have been played from freshmen to graduation (or drop out) may join the Legacy house from college.
- You may transfer items from the secret society lot to other lots, but may not take them home with your sim.
You earn points in this challenge, known as Legacy Points, for completing certain tasks or fulfilling certain conditions. Each Category is worth a maximum of 10 points. To determine your current score, you divide your current points by the maximum number of points possible. Your score is the % that results. A perfect Legacy will have a score of 100%
The heart of the challenge, this category will slowly earn points just for producing the generations. You can double the worth of an heir by painting a portrait of them and having it hanging somewhere on the lot. Portraits must be painted while the sim is alive. Because the challenge ends the moment the 10th generation is born, you obviously cannot paint a portrait of the 10th generation baby. For that reason, the 10th generation earns a full point when born.
- You get half a point the founder. (you earn this automatically)
- You get half a point for each generation born except the 10th
- You get a full point for the birth of the 10th generation
- You get half a point if a founder or heir has their portrait painted and hanging somewhere in the house.
You get one point for every $100,000 plus $50,000 for every Expansion Pack you have installed (So a person with all three packs installed would have to earn $250,000 for every money point). There are so many new ways to make money in the game that inflation has set in. The upside is that you may still round up, so you always start with at least 1 legacy point for money. Secondly, there is no more ‘college penalty’ you can move sims back from college with no penalty. The only caveat is that they must have gone all the way through college. The value of owned community lots is added to the household net worth for the purpose of this score. Once the amount earned per point is at 300,000 do not keep adding 50,000 per EP, 300,000 is the max simoleans earned per point. Points over 10 carry over to the overflow category.
Category: Family Friends
Keep track of the highest number of family friends your family has ever maintained at once. This number becomes your family’s family friends total, and remains at that number, even if those friends are later lost. For example: If the founder makes 20 family friends in their lifetime, your family friend total becomes 20. If they later die and lose all the family friends…your family friends total would remain at 20. In order to score higher, the family would need to amass more than 20 family friends at once to raise the ‘highest amount’. You’ll need to have 40 friends at the same time to max out this category. Points over 10 go into the overflow category.
- You get ¼ of a point for every family friend. Do not round partial points up or down.
Category: Platinum Graves
This is a really simple category. You get half a point for every platinum grave that remains on the lot. It does not matter which aspiration the grave is, only that it is platinum. To gain a platinum grave, a sim must die of old age while in platinum. Points over 10 carry over to the overflow category.
You get half a point for each different ghost color on the lot. If you collect all the ghost colors, give yourself 10 points for this category. You cannot gain overflow points in this category. The most you can get is the full 10 points by completing the collection of ghosts.
- Old age
- Scissors (download it)
- Cow Plant*
- Rally Forth*
Points over 10 in this category go into overflow.
- 1 point per Alien pregnancy. It does not matter if the pregnancy results in twins or not, it’s still 1 point.
- 1 point for each complete set of platinum graves. A ‘set’ is 1 of each of the 7 different aspirations. If you do not own Nightlife, a ‘set’ is 1 of each of the 5 different aspirations
- 1 point for getting all 25 career reward objects. This point may only be earned once. If you do not own one of the expansion packs that add new jobs, you do not need to count those jobs.
- 1 point per 25 bottles of unused elixier of life. Once you amass 25 bottles, you can delete them all, score 1 point and begin again. The easiest way to keep track is to mark off a 5X5 area. Once the area is filled with bottles you know you have 25 and have earned 1 point. Bottles that have been used even once may not count in the 25.
- 1 point for having a complete bug collection
- 1 point for having a complete set of awards for hobbies
Category: Lifetime Wants
If you do not own the “University” pack or anything higher, ignore this category completely. Points earned over 10 carry over to the overflow category.
You get 1 point for every lifetime want earned by a sim in the family. A sim may only ever earn you 1 lifetime want in their lifetime. Sims may only earn lifetime wants related to their aspirations. A Romance sim that maxes all their skills will not earn a point, because the “max all skills” is a knowledge lifetime want. You may earn points for a sim’s secondary aspiration if you fulfill an lifetime want for that aspiration. This allows you to earn a possible 2 points per sim if you manage to meet lifetime wants for both of their aspirations. 2 points if each lifetime want is fulfilled at least once. Lifetime wants must be fulfilled by a sim of the proper aspiration, but a single sim may fulfill more than one for the purposes of this bonus.
- Have 10 children
- Have 30 grandchildren
- Earn $100,000
- Open 5 level 10 businesses
- Max all skills
- Be abducted 3 times
- Have 30 best friends
- Have 20 loves at once
- Woohoo 30 sims
- Pleasure Seeker:
- Have 50 first dates
- Have 100 dream dates
- Grilled Cheese:
- Eat 200 grilled cheese sandwiches.
If you do not own the “Open for Business” pack, ignore this category completely. Points over 10 go to the overflow category.
- You gain 1 point for every generation the “Family Business” is a level 10 business. The “Family Business” is defined as the very first business opened by the founder or heir of the legacy family. This may be a home-based or community lot business. The business will only start earning the family points once it becomes a level 10 business. If more than one generation is alive once the business becomes a level 10, it only counts for the youngest generation. (For example: In order for the business to earn the family 10 points for 10 generations, the founder would have to get it to a level 10 business before the 2nd generation was even born)
- In addition, any sim that dies a platinum death with all 7 gold talent badges will earn 1 point in this category.
Category: Family Breed
If you do not own the “Pets” pack, ignore this category completely. Points earned over 10 go into the overflow category.
Your Legacy family prides itself on creating a strong and brand new breed. Rather than trying for a strict pedigree, the family seeks to create a new breed, one with a diverse gene pool. Pick an animal, dog or cat. This category will only count for one type of animal or the other. If you created a pet with the Legacy Founder, that pet becomes the breed founder. If you did not create a pet in CAS, the first animal that joins the family by any means becomes the founder. The pet bloodline works exactly like the family bloodline. Each generation may only have one heir, and that heir must breed to produce the next generation. Your goal is to build up the ‘breed strength’ of the family pet. Your “Family Breed” points = your breed strength.
- If you started with a custom animal in CAS, the breed strength starts at .5, otherwise it starts at 0.
- If heir/founder’s mate is an adopted stray, they add .5 to the breed strength when the next generation is born.
- If the heir/founder’s mate is an animal that joins the family in any other way, add .25 to breed strength when the next generation is born
- For every heir (including the founder) that learns ALL of the pet skills and reaches the top level in one of the pet careers, add .25 to the breed strength. Non-heir siblings do not add points to the breed.
If you do not own the “Seasons” pack, ignore this category completely. Points earned over 10 go into the overflow category.
- Legacy Tree. On the first day your founder moves into the Legacy Lot, you must purchase and place a fruit bearing tree. This can be any of the three fruit bearing trees. Once placed, this tree may never be moved or deleted. When the founder dies, their marker must be placed in a space adjacent to the Legacy Tree. The founder must actually die in order to earn points for the Legacy Tree. For every generation, besides the first, the tree remains alive and un-moved, earn one point. Having the tree live until the birth of the 10th generation will net you 9 points.
- If you have every single kind of fishable item mounted on the wall, and the wishing well… earn 1 point. This point can only be earned once.
- If you are able to create every kind of juice, earn 1 point. This point may only be earned once.
Category: Bon Voyage
- 1 point for every 9 unique vacation memories earned by the founder of an heir. This bonus works like the family friends score, where you only count the highest number of vacation memories earned, and keep that high score even after the sim dies. These points max out at 5 once a single sim has earned all 45 vacation memories.
- 2 points if the founder or heir purchases a vacation home. To earn this point, the generation who purchases the home and every generation afterwards must spend at least one successful vacation at the house. The vacation home may be located in any of the tree main vacation locations and may be pre-built if you wish.
- 1 point if your founder is the first to buy and vacation at this house.
- 2 points if you collect every single souvineer from vacation and display them in the house. This includes purchased and dug-up items.
Category: Free Time
To earn any of these points, the founder must reach the maximum interest level in at least 1 hobby before they die. This hobby does NOT have to be the founder’s “pre-destined hobby” assigned to them by the game, it may be any hobby you wish. The first hobby that the founder maxes their interest in becomes the “family hobby” for the rest of the challenge. If the founder dies before reaching the maximum interest in any hobby, you will be unable to gain any points in this category. There is no penalty for a sim who is part of the bloodline not reaching maximum interest in the family hobby before death, you simply do not earn the half point for them. You may have your sims gain interest in other hobbies aside from the family hobby.
- Earn ½ a point for every sim part of the bloodline that maxes their interest in the “family hobby”. These sims do not have to be heirs; sibilings and spouces may earn points in this category too.
- Earn 1 extra point if the “family hobby” happens to be the founder’s “pre-destined hobby”
The points in this category are harder than normal. You’ll work harder to earn 1 point in this category than you will to earn 1 point in any other. Good luck. Each bonus may only be earned once, even if you fulfill the conditions more than one time. If you are looking for a simple or casual Legacy Challenge, you may want to skip this category.
A “Black Sheep” is defined as an alien/zombie/vampire/werewolf/plant sim. The black sheep has to come from the legacy bloodline. You get the point once a sim is an alien/zombie/vampire/werewolf/plant sim. They do not need to remain alive once this is achieved. If you do not have the packs required to make a black sheep, remove this bonus. Once you have earned the Black Sheep bonus, child sims in the household may choose the "Family" aspiration rather than rolling for one when they grow into teenagers.
= 1 point for having a black sheep in the family
“Social bunnies need love too.”
Working as an imaginary friend is hard work. Social bunnies are subjected to the whims of the sims that create them, and have to deal with whiny complaining sims. Nobody ever thinks about what a social bunny wants. A little on-the-job romance with a co-worker might help the social bunny’s job satisfaction. You must take a snapshot of a social bunny having romantic relations with another social bunny. You must have at least 2 social bunnies to pull this off, meaning two sims have to bottom out their social bar. Social bunnies come in 3 colors: Yellow, Blue and Pink. Only a pink and a blue social bunny will romance with each other. As far as I know, there is no way to influence which color bunny a sim will produce.
= Once you have earned this bonus, you may have child sims grow up to be Romance sims without having to roll.
You show the skills, management and mastery of a true sim god. You have managed to keep your family out of any sort of trouble during the 10 generations it has existed. If you go all 10 generations without earning a single penalty, you earn this point. This point cannot be earned if a penalty is ever incurred, even if the penalty point is made up for by overflow points.
= 1 point
“Finish what you started”
You know not to bite off more than you can chew. If you managed to not break a single handicap chosen at the start of the challenge, you earn this point. You must have selected at least one handicap to earn this point.
= 1 additional point
Through good genes, better family support and the best education in the country, the family has produced a brilliant child, who’s mind is far superior to all other children, and most other adults. If all of these conditions are met, the Legacy family earns the child prodigy point when the child grows into a teenager. Unless prohibited by a handicap, you may use career reward objects and thinking caps to help fulfill the max skills requirement.
- Be an heir(ess) to the family
- Have grown up platinum from toddlerhood to childhood
- Have learned all three toddler skills
- Maximize all skills before they turn teenager.
- Have an A+ in school when they become a teenager.
- Have “learned to do homework” by the time they turn teenager.
- Be attending a private school by the time they turn teenager
- Have a 10 interest in “School” by the time they turn teenager
- Be platinum when they grow up from child to teenager.
An heir must have a birthday party at every stage of life, from infant to elder. Every single party must be a roof raiser. The heir must grow up platinum at each life stage as well (except for infant). The heir must die a platinum death.
= Once the happy birthday point has been earned, sim children may choose the popularity aspiration rather than rolling.
If a sim born into the legacy family is able to die a platinum death without having a single bad memory. Earn this point. The only exception to this rule is the “death of family member” bad memories. Those deaths must be platinum deaths. The sim must be an heir.
= Sim children may grow up to be pleasure seeker sims without you having to roll.
An heir must die a platinum death with all 25 business perks and all 7 gold talent badges. If all of those conditions are fulfilled, earn a point.
= You may choose wealth aspiration for your sim children without having to roll for it.
A teenage sim who is part of the bloodline, but not the heir.
- They must earn $14,000 in scolarships.
- They must attend college (any college)
- They must receive the memory “big man/woman on campus” before graduation.
- They must join the secret society before graduation.
- They must found a greek house and get it to the maximum level before graduation.
- They must graduate with a 4.0 (any major)
- They must have a “Roof Raiser” graduation party.
"Hobby Horse" (Requires the Free Time expansion)
Awarded when a sim has reached a 10 interest in all hobbies.
Finish the Legacy Challenge. You get this point just for reaching the 10th generation. You’ve earned it! Calculate your score and see how you did. You can post your score!
At the beginning of the challenge, before you have even created your founder, look at the long list of possible handicaps. You may choose as many or as few as you think you can handle. You may even choose 0 handicaps if you want a very simple challenge! Be aware that some handicaps make others impossible to obey. (Livin’ Very Large and Presidential Physical fitness oppose each other, for example). If you are going for a perfect score, you need to choose at least 10 points worth of handicaps.
Unless the handicap says otherwise, you earn the point(s) at the END of the challenge, provided you were able to obey the restriction for the entire challenge.
If you break a restriction on a handicap, you will not receive its points at the end of the challenge, but there is no penalty otherwise.
Handicap points earned over 10 go into the overflow category.
Handicaps that require a specific pack to obey may not be chosen if you do not have that pack. The handicaps category is worth 10 points, no matter how many or few packs you own. (There are enough vanilla handicaps that a person with only the Sims 2 could still earn 10 points worth of handicaps)
Unless the handicap says otherwise, you do not earn the handicap points until the end of the challenge, provided you have not broken the restriction.
Your sims live way out in the boonys. They are miles and miles from the nearest town and shopping center. Because of this, getting items shipped out to the house takes a long time. (The Legacy Family House itself may be located anywhere in reality, even in the downtown district, but the purpose of this bonus, pretend they are in the middle of nowhere)
With the exception of the very first day, you may only buy 1 item from the buy menu per sim day. You may buy any number of items on the lot’s very first day to get the house established.
Because it takes forever to get construction materials shipped to the house, you may only place 2 items of each type of item in the build menu per sim day. This means 2 squares of foundation, 2 wall sections, painting 2 wall sections, painting 2 squares, placing 2 squares of pool, placing up to 2 sets of stairs, placing 2 windows. Etc In other words, each item in the build menu is restricted to 2 units per sim day. For larger construction projects, you will have to build them over time, 2 sections a day. Ignore this restriction on the first day the family is in existence to get the house established.
Because the family lives in the middle of nowhere, sims may not travel to any other lot via a cab. Sims may not take the normal carpool to work and teenage sims may not take the bus to school or work. Sims may ONLY travel to school, work and to community lots via their own cars. Children may still take the school bus to go to school, but must use a car when they grow up to be teenagers.
Notes: Items purchased by sims themselves, such as groceries, personal electronics and even items from player-run stores do NOT count against the 1 item per day limit. If you want more items on a sim day, have your sim drive to a store and buy the items there. Remember that Legacy sims may not buy items from player-stores priced lower than “Cheap”
Because sims in college live in a college town, this restriction is lifted temporarily for legacy sims currently living as students in college dorms, houses or greek houses.
Your sim family has a flair for fasion and a strong sense of personal design and appearance. Everybody in the family must look their best, and insists on their own personal set of clothing.
The family must own a wardrobe for each family member living in the house, regardless of age.
Each sim born in the family must have their own set of everyday clothing, including a toddler, child, teenager, young adult, adult and elder. An outfit can either as a top and bottom or a full outfit. They must also own their own set of underwear, PJs, and formal wear, however you need only buy one of each of these items for the adult age.
For the founder and adult sims added to the family via marriage or move-in, you must purchase a brand new elder outfit, including 1 item from each clothing category in elder.
The founder and every heir must have a 10 interest in “Fashion” (or max the Arts & Crafts Hobby if the Free Time expansion is installed) before they turn elder.
Notes: In order to comply with the wardrobe restriction, you must include a wardrobe on the first day among the items you buy for your sims, and buy new ones before midnight on days when new family members join the house. When sims die, you may re-use their wardrobe for somebody else (so you’ll never need to own more than 8 wardrobes)
Any type of wardrobe counts for the wardrobe restriction.
Any sim can purchase the new clothing for any other sim.
The founder and married/moved in sims must own their new set of elder clothing before they become elders.
If an elder is married/moved in to the family, you do not need to buy new clothing for them. (they still need their own wardrobe, however)
Sims born into the family must own their complete set of clothing (toddler to elder) before they grow into toddlers
The sims don’t actually HAVE to wear what you buy for them, only that you buy new clothing.
You may use maxis made clothing or custom clothing for new outfits.
If you ever purchase every single item of clothing for a particular category (and thus have nothing left to buy) you don’t need to buy a new one for new sims
Your founder has stumbled upon a fertile plot of land to build his or her house on, is very close to the earth and cares about plants and nature in general.
The lot may have no fewer than 20 plots of flowers on it at any time. At least 20 must be purchased on the first day.
You must purchase at least 10 trees and 10 shrubs before your founder becomes an elder.
You must play all 10 generations without a single flower bed dieing.
You may not hire a gardener.
The founder and every heir must have a 10 interest in environment (or max the Nature Hobby if the Free Time expansion is installed) by the time they become elders.
Notes: A flower bed may wilt or get weeds and not be ‘dead’. A flower bed is ‘dead’ when it turns brown, and the only interaction possible with it is “Dispose”.
Non-heir sims do not need to max their environmental interest, but it is a good idea to do so, as it will make conversations within the house better.
Your founder has instilled a strong sense of self-reliance in the family (or a strong distrust of service workers).
Your sims may never hire any sims from the “Service” or “Delivery” menu on the phone.
The one exception to this rule is the family may use Adoption Services.
Sims at college are still under this restriction.
The family may NOT activate, move-in or marry in a Servo.
The founder and every heir must have a 10 interest in “Work” (or max the Tinker Hobby if the Free Time expansion is installed) before they turn elder.
Notes: Your sims may not use influence to make other people perform service tasks.
You may still have service or delivery sims move in or marry into the family.
The family may still manufacture and/or sell Servos, as long as they don’t activate them.
Your founder is very concerned about the composure of the family. The founder would never want to see anything happen to bring embarrassment to the household.
You must go the entire 10 generations without a single member of the household having a bladder failure or passing out from lack of energy.
The actions of infants, toddlers and guests do not impact this restriction.
Sims who fall asleap in their food do not break this handicap.
The founder and each heir must have a 10 interest in “Culture” (or max the Film and Literature Hobby if the Free Time expansion is installed) before they reach elder.
Notes: Infants and Toddlers can fill their diapers and pass out on the floor without making you lose this bonus.
Passing out due to a thinking cap malfunction will break this restriction.
Your founder isn’t afraid of taking chances and has promoted risk-taking over playing it save in the family’s culture.
Whenever any sim is presented with a chance card, you MUST select one of the two options. You may not choose “Ignore”
Whenever an electric object breaks in the house, you may not call a repair man or influence another sim to repair it. A member of the family must repair the object.
Your sims may not purchase a burglar alarm in the house or in a car.
The founder and each heir must have a 10 interest in “Crime” (or max the Games Hobby if the Free Time expansion is installed) by the time they turn elder.
Notes: Always make sure to produce at least one spare heir or make a non-essiential sim repair broken objects.
Broken objects that carry no risk of electrocution (such as broken showers or clogged toilets) may be repaired by the repair man or have a sim influenced to repair.
The founder and anyone who joins the family has a supernaturally strong willpower. Your sims are very resistant to the commands of you, the sim god.
You may only issue each sim 3 comands per sim, per day.
If a command is not performed because of a temporary path block or it gliches out (sim can’t get up the stairs because another sim is in the way) you may re-issue the same command.
Comands that are not performed because the sim is in a poor mood are wasted
When you issue a command, you may cancel a sim’s current action. You may also cancel your own commands. (Such as ordering a sim to work out and telling them to stop when you want them to). You may not cancel a sim’s action otherwise. Your sims gain one additional command on community lots that may only be used to return home.
Notes: Comands issued indirectly to other sims, such as “Call to meal” and “Ask to join” still count as commands. “Call to meal” counts against the command limit of the sim that pepaired it. “Ask to join” counts for the sim currently engaged in the activity.
Unused commands do not carry over to the next sim day.
Your command quota is refreshed every night at midnight
Having one sim call a cab and having multible sims enter it only counts as 1 comand for the sim that called the cab.
For one reason or another, the sim’s part of the country is deep in an economic recession. The job market is terrible and work is scarce.
Sims may only take new jobs on Mondays. Only the first job in the newspaper and the first job on the computer are available. The jobs behind them may not be selected. Only one sim in the family may choose the same job listed in the same paper/computer. No jobs may be taken by anybody on any other days of the week.
Your sims may not be hired by any player-owned businesses.
Your sims may not work as a bartender, barista or cook on a community lot.
The founder and every heir must have a 10 interest in “Money” (or max the Arts & Crafts Hobby if the Free Time expansion is installed) before elderhood.
Notes: If a different job appears for a different sim (such as a college level job) they make choose that job, as long as it’s the first listed in the paper or computer.
Your founder is a very demanding type, and passes this demanding attitude down to each of the heirs. You must work hard to keep them happy.
You must fulfill at least one want per sim day for the founder or the youngest heir. This can be a trivial want, but it must still be a want.
The founder can have no more than 2 points in the “Nice” personality.
The founder and every heir must have a 10 interest in Toys (or max the Games Hobby if the Free Time expansion is installed) by elderhood.
Notes: Only the youngest Heir must be appeased. Once the next generation reaches toddlerhood, you don’t need to pay attention to the previous generation’s heir’s wants.
Your founder is very old fashioned and technophobic and discourages the whole family to use these ‘new fangled contracptions’
Your sims may not purchase any items from the “Electronics” item category exept for the old fashioned style cash register and the phone.
No member of the family may purchase personal electronics.
Your founder is larger than life. Food is king. “Exercise and ‘eating right’ are evil myths, like the greenhouse effect.” is what your founder teaches their family.
Your founder must start as “Unfit”
Your founder may not have any more than 5 points in “active”
Your founder must have “Unfit” as a turn on and “Fitness” as a turn off.
No sim in the family may ever reach the highest fitness level, ever.
Sims born into the family must reach the “unfit” level before adulthood
Sims married or moved into the family must reach the “unfit” level before elderhood
Your founder and every heir must have a 10 interest in “Food” (or max the Cuisine Hobby if the Free Time expansion is installed) before elderhood.
Your founder believes in the older traditions, where only one gender can bring honor and glory to a family and the other cannot.
Only Sims of the same gender as the founder may carry the family line. Opposite gender sims are still considered part of the family, but may NOT be heirs. If the founder is male you have a Patriarchy, and only males can be heirs. If the founder is female you have a Matriarchy, and only females may be heirs.
Notes: If an heir has an opposite-gender child, they must continue to have children until they have a same-gender child.
For one reason or another, most elixir doesn’t work on the family. Only super-concentrated cowplant elixir can affect how long they live.
Your sims may never use the elixir of life from the aspiration reward menu.
Cow plant elixir may still be used.
You may still purchase bottles of elixir to earn collection points.
As a child, your founder witnessed a sim fall dead to the ground from wearing a “fun hat” too long. Having been scarred for life from that event, the founder fiercely forbids the use of any and all aspiration reward objects in the house.
No Aspiration objects by used by any Sims at all.
The ONLY exception to this rule is to use the re-nu-yu sphere to make a grilled cheese sim.
You may still purchase bottles of elixir to earn the elixir collection points
Bear in mind that by following this handicap, you also follow the “No Elixer” handicap, which is worth 1 point by itself. In reality, this handicap is effectively worth 3 points.
Your founder purchased a larger than normal lot. It will pay off in the long run, but starting off will be very difficult.
-The founder must start as an adult, and may not start in college
-Instead of moving into an empty 5X5 lot at the beginning of the challenge, move into an empty 5X6 lot. This will force you to start the game with only 1,500.
-You may not move-in or marry any sims in the first week of the sim’s existence.
-If you have the Free Time expansion and are doing this handicap you may NOT sell Mr. Humble's computer for extra money.
Your founder believes in the concept of soul mates. Rather than settle for anybody else, your founder and all their heirs must hold out for the perfect mate before having children.
-Your founder and each heir may only have children with sims they have a 3 lightning bolt relationship with (3LB).
-They may move in and even marry other sims, but the sim that brings in the next generation must have 3 lightning bolts with the founder/heir.
-For 3LB relationships that are based on situational turn-ons, such as perfume, stink and clothing, the relationship only needs to be 3LBs at the time of the next generation’s conception. (When you select the ‘try for baby’ command, they must have 3LBs). It may drop below 3LBs afterwards.
Unless restricted by another handicap, you may use the matchmaker to find your sims’ true loves. Keep in mind that this doesn’t always produce 3lb dates.
If you cannot find a 3 LB mate for your sim, you may have to change their turn ons and offs.
If a sim brings in the next generation via alien abduction, this handicap is not broken.
Female heirs may breed with 3lb male player sims and still fulfill this restriction, as long as they don’t move the player sim in.
Your founder, for personal, ethic or religious reasons, thinks that interrupting the natural course of life is wrong and has prohibited the use of contraceptives in their family. Your founder feels that only a marriage provides a stable enough environment for children. Sims may only woohoo and have children with sims they are married to.
Your founder must be a family sim.
Whenever your sims woohoo, they MUST “try for baby”.
If “try for baby” is not an option, the sims may not woohoo.
The two exceptions to this are sims that are already pregnant or too old to get pregnant.
Sims who are not married may not “woohoo” or “try for baby” married sims may only woohoo or try for baby with their spouse.
Your founder has a strong love of physical fitness. They insist that everybody in the family work out and keep in tip top shape.
Your founder may not start as “unfit”
Your founder must have at least 5 points in “active”
No sim in the family may ever become “Unfit”
The founder and sims moved/married into the family must reach the “fit” level before elder
Sims born into the family must reach and maintain the “fit” level before adulthood.
The founder and every heir must have a 10 interest in “Sports” (or max the Sports Hobby if the Free Time expansion is installed) before reaching elder.
Your founder is obessed with being clean. They have a great fear for germs and everything unclean. This neurosis has spread to the rest of the family.
-The founder must have 10 points in “neat”
-The founder must have “stink” as a turn off
-Every room in the house must contain at least one sink (free standing or counter top) regardless of the actual purpose of the room.
-If a sim gets sick for any reason (other than pregnancy related morning sickness) they must be placed in a room by themselves. The door to the room must be locked to all sims. They must stay in that room for a full sim week, even if they recover earlier than that.
-You may furnish the quarantine room however you like (so the sim doesn’t have to suffer)
Your founder insists that something is out to get them. This paranoia seems to ease with age, but it always seems to rub off on the next generation.
-Your sims must place a burglar alarm in every single room in the house.
-Every single car owned must have a car alarm installed
-The founder may not go to sleep until they have shooed all visitors on the lot.
-When the 2nd generation grows to be a teenager, the founder is no longer under the ‘no visitors when sleeping’ restriction. That restriction is now on the teenage heir. This restriction is passed from generation to generation at teenagehood.
-The family may not adopt children of any age.
-If any children are taken by the social worker, this handicap is broken.
-The only sims that can be moved in/married into the house are sims that will produce the next generation. No other sims may join the home.
-Sims at college may not live in dorms. They may not have any roommates that are not family members or sims they are engaged to.
-The founder and every heir must have a 10 interest in “Sci Fi” (or max the Science Hobby if the Free Time expansion is installed) before turning elder.
Your founder feels that the deceased must be allowed to roam their old homes fully or they will become wrathful.
-Sim graves and urns may never be deleted or sold, even if smashed. (Don't do this ever anyways, it can corrupt your game.)
-Sim graves and urns may never be placed into a sim’s inventory
-The graves and urns must be placed in a manner that allows the ghosts to travel freely on the entire lot. A ghost must be able to travel to any part of the lot from where their marker lies.
Notes: If you put all the graves off to the side, the ghosts will generally stay away from the house. Doing this won’t break the handicap.
Since you must keep all graves on the lot for the full 10 generations, pay mind to things that might anger the ghosts.
If collecting ghost colors, keep in mind which ones tend to be annoying, and try to save them for the end.
Your founder refuses to work for another and insists everybody in the family be their own boss.
-No sim in the family may ever take a normal job from the paper or computer
-No sim in the family may be hired by a player-run store (sims in the family CAN work businesses owned by other family members)
-Sims may not work downtown as a cook, barista or bartender.
Sims may only earn money via:
Cash rewards from school
Income from businesses
Selling items (paintings, novels, date rewards, etc)
Semester grants for good grades
At least one novel must be written and completed per generation by that generation’s heir, excluding the 10th. It does not matter how well or poorly these novels sell or the creativity of the heir.
You must write a story for your family.
This handicap is very hard to define by hard and fast rules. I cannot say what exactly constitutes as a ‘story’ or not. The purpose of this bonus is to reward those who write stories for their families. I’ll let you be the judge of yourself, if what you write counts as a story. It does not matter how well-rated your story is by the exchange. It is recommended that you upload your story and family lot once per generation, but it’s not a requirement. This part of handicap is left 100% to interpretation. (The first part must be followed to earn the points, however. That much I can clearly define).
Your founder must start the family in the shadow of nuclear fallout.
Follow the rules of the Apocalypse Challenge.
If you have taken additional handicaps, they remain in place on top of the restrictions of the Apocalypse.
If you manage to ‘complete’ the Apocalypse challenge within your legacy family, you earn the 5 points right away.
A gas line runs under the Legacy house, making digging too dangerous
You may not “dig for treasure” on the Legacy lot
You may not build basements.
You may not build pools
Dogs digging holes will not break this handicap.
Your founders either wants to make their family a melting pot of all the world’s races… or they just have the hots for people of different cultures. Either way, they have no interest in dating or marrying people from the local region.
Your sims may only date/marry/move-in sims they met on vacation lots.
They may not date/marry/move in any townies, npcs or player sims from the local neighborhood.
Your sims may only date/marry/move in sims who are of a different skin color, hair color AND aspiration than their own.
Your sims may still make friends, have outings and parties with local sims.
The international scene has gotten ugly. The popular destinations are not nearly as safe as they used to be. In order to go on vacation, all sims who are going must have a 10 body.
Whenever a sim reaches ‘the zone’ in a hobby, you may not cancel their action to stop their activity for any reason. You must wait until the sim stops on their own.
Whenever you earn more than 10 points in another category, those points come into this category. Any penalties the family incurs are subtracted from this category. This category can become negative. Like all the other categories, this category has a max of 10 points. Overflow points earned when this category is maxed out may be cashed in* or wasted.
If penalties reduce this category below 10 points, additional overflow points can raise it back up to 10.
- -1 per use the ‘kaching’ cheat. Each use carries a -1 penalty. *If an overflow point is about to be wasted, you may ‘cash it in’ using kaching for a free $1000.
- -1 for each sim shrink visit. If you manage to bring a sim out of aspirational failure before they break down and call the shrink, you can avoid this penalty.
- -1 for each infant, toddler and child taken by the social worker. Care for your children, no explanation needed.
- -1 for each visit by the repo man. Pay your bills, no explaination needed.
- -1 for each sim that is expelled or drops out of college This counts for any sim that came from the legacy house, heir or otherwise. There is NO penalty for skipping college entirely.
- -1 for each visitor that dies on the legacy lot. Unless they are an infant or a controllable sim, a sim counts as a ‘visitor’.
- -1 for each Diva or Mr. Big brought into the family. These sims bring so much money it’s unbalancing. This counts regardless of how they are brought into the family (marriage, move-in or resurrection)
- -1 per reload. If you don’t want your legacy to end abruptly because of the accidental death of a heir, or something happens that completely cripples the family. Rather than re-start a new legacy, you may reload from your last save. Every reload carries a -1 penalty. If you have to reload to recover from a glitch or bug, there is no penalty.
- -1 per aspiration change. You lose 1 point every time you use the Re-nu-yu sphere to change aspirations. You may still use the sphere to change turn ons and offs without penalty. You may change your aspiration during the sophomore year of college without penalty, as long as you roll for it. The only exception to this rule is if a sim goes FROM a normal aspiration TO a grilled cheese aspiration. There is no penalty for using the sphere for this reason.
- -1 for each animal taken from the house by the police due to neglect. (Willingly giving up animals to the adoption agency does not carry a penalty)
- -1 for every animal that runs away. If you manage to get it back into the family, this penalty is only -.5
- -1 if you have a bad vacation. This is per vacation, regardless of how many Sims went on the vacation.
Yeah... alright, you can PM me to request a house I suppose... Might take a while though as forewarning...
is the oldest child considered the heir? or do you have a choice?
and what is rally forth?
Thanks: 2 in 2 Posts
Originally Posted by kransp
I just printed out and read all the rules and I had 2 questions...
is the oldest child considered the heir? or do you have a choice?
and what is rally forth?
You can choose your heir, it doesn't really matter. I always pick the.. prettiest.
Rally Forth is when you use the megaphone in OFB I believe, and employees die of stress. I think? Never happened to me.
It is only with the heart that one can see rightly;
what is essential is invisible to the eye.
Originally Posted by Cheeseisgood
Lina... I don't think it really matters. Women can get an heir without moving someone in (Just try for baby with a dude) Whereas Men have to move their lady in to get a heir.
Yeah, but the longer it takes for a woman to find a man, the fewer children she can have without having to use the elixir of life because once she gets to about 3 days to elderhood, she can't get pregnant.
But a man can carry on making kids until he bites the dust
Of course, with a woman she can have kids with any bloke that comes along, including player sims. so really I think it's down to what you wanna play
Contemplating making Golden Sun stuff for TS2.
Originally Posted by proxian_girl
I like playing with a guy founder because most of the provided men are ugly, but there are some great Townie women.
I want to start a legacy and because of this reason I will make a guy founder. The Maxis-men are just.... ew...
Thanks: 4150 in 24 Posts
Contemplating making Golden Sun stuff for TS2.
Thanks: 402 in 10 Posts
Originally Posted by proxian_girl
I usually move out my spares just so I have room for the next generation. Don't know about the "move in" question, though.
I think you can move in anyone you want, I may be wrong though (haven't played a legacy for ages)
visit me at Sims 2 Artists
Contemplating making Golden Sun stuff for TS2.
call me bria
(Plus I think next time, I will not send my founder to college, yikes)
Contemplating making Golden Sun stuff for TS2.
usefulky linkss: http://www.modthesims2.com/article.php?p=1236797
Thanks: 1306 in 35 Posts
Lauren: I don't think it is updated for Seasons. I checked the site and the rules have remained the same.