The "Vault-Tec: A Brighter Future - Underground!" Challenge
Introduction
Hello! I'm Knightwraith, a long-time lurker, though I've poked my head out one or two times before. This is my first challenge! As I understand the categories, this actually has elements of a number of them. I went with 'Legacy' as the most applicable, as there are several generations involved. You will need either
Supernatural's Planter Bowls, or
Into the Future's Nature's Soil line of rugs. I don't believe any other Expansion Packs are required, but I will mention elements from them here and there. Those aspects should be entirely optional, though. No mods are required, though a passing familiarity with the game's built-in cheats is. This may get a little lengthy; please bear with me. It's not really very complicated, I just like to be thorough.
Premise
Easy: It's 2077, and USA's war with China has been escalating quickly. Fortunately, you (and perhaps your family) have been pre-approved for entry into one of Vault-Tec's new smaller-scale Vaults, underground shelters designed for a small community. While you likely won't live to see the light of day again, generations from now, your descendants will emerge from the Vault, blinking in sunlight for the first time.
Hard: It's 2076, and USA's cold war with China shows every sign of turning into a hot one. Fortunately, you (and perhaps your family) have had the foresight to begin construction of a personal underground shelter, free from the interference of the government or those nutcases over at Vault-Tec. You have one year to construct your personal Vault and attract as many other like-minded souls to your project as you can before the bombs drop. Safe inside your new underground home, new generations will live out their lives, to one day emerge and repopulate a scorched Earth.
Setup
Easy: Lifespan should be set to Medium. Create your Vault Dwellers. There should be no supernatural beings, only humans, though you may save one slot for a Plumbot if you wish. You may have as many dogs or cats (no horses underground!) as you like, but they may make things more difficult. Of these seven or eight Sims, you may have two married or dating couples OR one couple with a single offspring, any age up to Teen. All other Sims (save one) should be Young Adult or Adult and single. The oldest Sim (Adult or Elder, as you see fit) should be labelled the Overseer. Sims may have any Traits, Favorites and Lifetime Wishes you like, but bear in mind they'll be trapped underground for what will likely be the rest of their lives. For added Vault-Tec realism, dress them all in identical jumpsuits, preferably blue with yellow detailing. Select one Sim (or one family) to be your 'Founder' or 'Founding Family'; this is the lineage you need to ensure survives to see the light of day.
Hard: Lifespan should be set to Medium. Create your Vault Builders. There should be no supernatural beings, only humans. You may have as many dogs or cats (no horses underground!) as you like, but they may make things more difficult. You may have a single Sim, a couple, or a couple with a single offspring any age up to Teen. Aside from the offspring (if present), your Sims should be Young Adult or Adult. Sims may have any Traits, Favorites and Lifetime Wishes you like, but bear in mind they'll only have a year on the surface. After that, they'll be trapped underground for what will likely be the rest of their lives. You'll be recruiting other Sims during gameplay, but you want to focus on keeping the lineage of your Founder or Founding Family alive.
Prologue
Easy: Move your lucky Vault Dwellers onto the largest chunk of land they can afford, then cheat for obscene amounts of money. Vault-Tec is in bed with the government, after all. Their resources are practically unlimited. Build the most opulent, luxurious underground home you can. You'll likely want multiple bedrooms and bathrooms, a nursery, perhaps an exercise room, pool, workshop, etcetera. The design and layout is up to you. Three things are required, however: 1) A way for Sims to 'Try For Baby,' 2) A hydroponics bay or gardening room, 3) An office with attached quarters for the Overseer. Feel free to build an impressive structure topside, but remember that your Sims won't be coming back up here. They have to stay below ground. A lockable door on the first underground level to separate the Sims from the stairs or ladder up might be wise. Furniture should be medium- to high-quality, and for keeping with Vault-Tec flavor, should be retro, futuristic, or future-retro. Walls and floors should look clean and sterile. Feel free to use the BuyDebug menu to get things from the future or overseas, and to populate your garden, but Special plants like life fruit or death flowers are off-limits. There should be no fire or burglar alarms. Bear in mind: Vault-Tec's Vaults were never really designed to save anybody. They were instead meant as social engineering experiments. With that in mind, think of a way to screw with your sims. Perhaps there are no showers or baths and Sims have to clean themselves at a sink. Maybe there is no way to cook food and all food must be consumed raw. Perhaps there are no beds, just nappable furniture. Whatever it is, pick one and stick with it. Make sure, however, that the Overseer's office and quarters are exempt from the experiment and have the missing equipment. Finally: Place one low-level metal spawner on the surface (I'll explain later).
When you are satisfied with the Vault, it's time to start the game. You have until midnight on this first day to get any finishing touches done. Go to the future and buy a Plumbot and chips, if you like. Buy every book in the bookstore. Buy out the grocery store of goods. Anything you can't get in Buy Mode, get now. Before midnight arrives, get everyone inside and underground. Lock the entrance so Sims don't wander topside. Lock the Overseer's office/quarters so that only they may enter. Cancel your newspaper delivery and cheat so that the Overseer has No Bills Ever. Reduce your family funds to zero. Save your game, then go to edit your town. Nuke it. Wipe out all other lots (or at least the structures on them). Now you're ready for the next section.
Hard: The prologue for hard mode is considerably longer than one day: One year (four weeks if you don't have Seasons). Move your Sim (or family) onto the empty lot of your choosing and within their price range. You may purchase an already built-up and/or furnished lot if you like, but must then remove everything on it so that you are left with an empty lot. Begin construction of your personal Vault. The entrance to the underground must be covered by a surface building, but this building should not look like a house, store, or anything that would draw attention. Unlike Vault-Tec, you're not advertising. If you bought a huge lot and are short on funds, you might be living in this topside structure for a while, but try to keep the surface structure small and unassuming. Don't worry about going big right now, just work on the basics. Though you can't cheat for money, you may still purchase things from the BuyDebug menu, so long as you have enough money that you could buy the item legitimately. You may also buy garden plants, but must use the FamilyFunds cheat to 'pay' for them: $100 for local plants and $300 for local trees, $300 for overseas plants and $500 for overseas trees. Special plants like life fruit or death flowers are off-limits. Also, since this is a private operation not run by Vault-Tec, there's no need for a way to torment your Sims. Finally: Place one low-level metal spawner on the surface (I'll explain later). When you're running out of funds for construction, it's time to start actually playing the prologue.
At least one member of your family needs to have a real job. You're going to need money and a lot of it, but you only have a year until the bombs drop. If you made a spouse, they are free to get a job or work from home as you see fit, and if you elected to have an offspring, they must attend school if they're old enough. You have two goals for the following Sim-year: 1) Expand the shelter so that it can support more Sims and be as self-sufficient as possible. 2) Convince more Sims to join your project, hopefully until you have a full 'family.' Build relationships as best you can, but be selective about who you want to join you! You must have a separate bedroom (however small) available before you invite a Sim to join you. Once you can convince another Sim to move in, you can make full use of whatever money and inventory they brought with them. You may only control Sims outside your Founder/Founding Family to get them jobs, pursue wants, or to try to get them in a relationship with other non-family Sims (you'll need a decent breeding pool, after all). Selling the metal produced by the spawner is fair game, though it won't bring much money in. Make sure to keep up on your bills; you don't want to draw attention to your Vault by having a repo man come! Likewise, there should be no fire/burglar alarms. Your Sims will have to deal with emergencies themselves. A lockable door on the first underground level to separate the Sims from the stairs or ladder up should be in place before the end of the year. Continue to build and recruit until your 'family' is full and you're satisfied with the Vault, or until the last day of the year arrives, whichever comes first.
You have until midnight on this last day to get any finishing touches done. Go to the future and buy a Plumbot and chips, if you like. Buy every book in the bookstore. Buy out the grocery store of goods. Anything you can't get in Buy Mode, get now. Before midnight arrives, get everyone inside and underground. Lock the entrance so Sims don't wander topside. Cancel your newspaper delivery and cheat so that the head of your Founding Family has No Bills Ever. Reduce your family funds to zero. Save your game, then go to edit your town. Nuke it. Wipe out all other lots (or at least the structures on them). Now you're ready for the next section.
Vault Life
Easy/Hard: The game will play out very similarly now, whether you're independent underground homesteaders or supported by Vault-Tec. You must keep your community alive for four generations. In Sims terms, this is approximately four years, or sixteen weeks if you don't have Seasons. Individual Sims may be born and die off, but keep the community alive! Specifically, keep the lineage of your Founder/Founding Family alive. You may only directly control your Founder/Founding Family and those that join the family (new offspring, new spouses, etc), with a few exceptions. You must have NO contact with the outside world (with the exception of burglars, which can't be helped). You may only control Sims outside your Founder/Founding Family to pursue wants or to try to get them in a relationship with other non-family Sims (you'll STILL need a decent breeding pool, after all). The Stir Crazy moodlet may be removed via cheating. Once per day, the head of the Founding Family or Overseer should 'do the rounds,' stopping in every room and collecting the metal from the spawner on the surface. This is for gameplay purposes only, as far as the storyline is concerned, no one leaves the Vault. This bit of metal is your only steady income. You may sell furniture, but may not sell anything crafted by sims. This tiny income may be used to continue to expand the Vault and buy more items. While you may still purchase items from the BuyDebug menu, you may no longer purchase plants. Careful management of interbreeding will be needed to make it all the way to the end (I am not, inf fact, sure it is possible- I haven't run the numbers). Breeding is the only source of new Sims. When Sims die, delete their urns/graves. If in a Vault-Tec Vault, when the Overseer dies, the next oldest Sim becomes the Overseer. If you still have living Sims after four years, consider your Vault a success.
Epilogue
As of yet, I don't have an Epilogue to the challenge. The post-nuclear wasteland of Fallout is not a pretty place, but it is recovering. Perhaps your sims will begin to rebuild, adding new lots and structures back to the town over time. Perhaps they'll become another lawless raider gang. Maybe they never made it, and the Vault is another creepy ruin for the heroes of the wastes to discover. I'm open to any thematically-appropriate continuations of the idea!
Postscript
Thanks for looking at my first challenge! If you have suggestions, questions, tweaks, or ideas, please chime in!