Author Topic: The Royal Kingdom Rules  (Read 9235 times)

Offline samoht04

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The Royal Kingdom Rules
« on: May 06, 2010, 04:36:30 AM »
I just found these new rules for a challenge and thought I would post them!  ;D

(I didn't make this challenge, I think it may have been Fanciful SIms!)  ;)
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Do your Sims have a longing for days gone by? Do they want to shout ¡Huzzah! Long Live the King and Queen! Do they have a hankering for good old-fashioned servitude? Then it is you duty to transport them back in time several hundred years to live in Good Old Simland! Simland has a King and or Queen that presides over all of their loyal subjects. It's up to you to make the strongest Royal family that you can. The fate of the Kingdom depends of you!
Discuss your tips and strategies and any need for help here!
The Goal: The point of this challenge is to make a themed neighborhood with a royal family, nobility, merchants, and peasants/farmers and reach 5 generations.

* To begin you must make a new neighborhood and turn off story progression.
* Make 1 King and Queen for your royal family in CAS
* Make 3 or less families that will become the Noble class
* Make 2 or less families that will be the Merchant class
* Make 3 or less families that will be the Peasant class
* You may not use any cheats except where specified

* Rules for the Royal Family All money cheats are acceptable
* You may use cheats for building their castle
* You may download a castle for the royal family is you don’t want to build one
* The first-born son of the current King and Queen will become the heir to the throne and must never move out of the house
* The heir to the throne may only marry a Sim from the royal family or the Nobel class, but they may have lovers of any class (They can marry as close a relation as the game allows)
* The heir to the throne must be the legitimate son of both the king and the queen.
* Women of the royal family are not permitted to have a job or live alone
* Non-heir Peasants may move in as servants to cook and clean

* Rules for The Noble Class You may use the motherlode cheat only two times
* You may use cheats for building purposes only
* The first-born son will be the family heir and must never move out of the house * The HEIRS may not marry below their status
* Women are not permitted to have a job
* Only one life fruit is allowed per Sim
* Non-heir Peasants may move in as servants to cook and clean

* Rules for The Merchant Class You may use the motherlode cheat only one time
* You may use cheats for building purposes only
* Although the eldest son traditional becomes the heir, if the eldest becomes enemy¡¦s with his father, any of the children may inherit their father's house and fortune
* The heir must never move out of the house
* The HEIRS can't marry below their status
* Only single women may have jobs
* Only one life fruit is allowed per Sim

* Rules for The Peasant Class You may not use any cheats (except for building purposes only)
* Anyone and everyone is encouraged to have a job since they will have very little money
* Although the eldest son traditional becomes the heir, any of the children may inherit their father's house and fortune
* The heir must never move out of the house
* Since they are the lowest rank, peasants may marry anyone but royalty.
* You may not use the life fruit on a peasant since they generally would not live as long anyway
* The only service NPC they are allowed to hire is the babysitter

* General Rules Unless otherwise specified you may not use any cheats. No mood or aspiration cheats and no hacks that alter a Sims mood, personality, aspiration etc.
* Use the randomize button to pick traits.
* To avoid confusion try to stop your Sims from having an affair until after the heir is born
* Since reliable birth control was not used in the old days, you must choose "try for baby" each time your Sims woohoo.
* Women always take the status of their husbands so make sure it is always the man who proposes
* Illegitimate children below Royalty will take on their mother's class
* You should assign a hair color to each Class for the townies so you know which class they belong to (example: All townies with red hair could be considered of the merchant class). However since Townies do not have a family tree they are less respectable and should not belong to the Royal or Nobel class
* NPC's are servants so they may only marry Sims from the merchant class or lower
* You may use move_Objects on only to decorate and move Sims if they get stuck or there is a glitch
* You are encouraged to use custom content that fits the neighborhood theme. Pick a theme and try to make your neighborhood fit that theme as much as possible.
* Try to use only objects that fit within the theme, this means no TVs, computers, etc. if you are doing a historical theme for your neighborhood. You may however use objects in the small electronics section such as fire alarms. You may also use the smallest stereo in the Royal and Nobility houses since they would have had paid musicians to play for them at dinners and parties.(If you have to have a TV, there are custom made TV’s available that look like something else, like a painting or crystal ball)
* You may not delete gravestones
* You may use all reward objects unless stated differently. If doing a historical theme, try to hide any modern looking rewards in a basement or attic.
* Hacks and mods are allowed for the purpose of making the neighborhood more historical accurate and Hacks and/or mods that make the game easier are not permitted. Lemmy and Blinky’s Indie story progression mod is allowed. You can use that instead of turning off story progression but make sure to set the setting so that they don’t marry and stuff on their own. AwesomeMod is also allowed I never used it so I don't know what all the features are but don't use any features that would make the challenge easier or give you an unfair advantage.

* Career limitations: Royalty would be limited to Jornalism, Science, Politics, Military and Music.
* Nobles are the same as Royals * Merchants are limited to Business, Medical, Politics, Science, and Culinary
* Peasants would be limited to Criminal, Medical, Military,Culinary
* ONE child of each class per generation (not per house, only per generation) could go to ANY job.


* OPTIONS If medieval isn't your style you could also play this challenge with another theme such as Renaissance, Regency, Victorian, or fantasy.
* You can add a church/monastery or abbey to you neighborhood that you can send Sims to that you don't want to marry.If your using Lemmy and Blinky’s mod you must make the settings so that they never marry and you may want to check up on them once and a while. * You can start the first King and Queen as young adults * To keep track of who belongs to what class you can have each class have a specific hair or skin color (ex. all peasants could have brown hair or green skin).
* You can add one household for the town witch or wizard. The heir to that family would have no cheat restrictions and could join the science career track but would otherwise have to live by the rest of the peasant rules.
* If you can’t decide which theme to choose, try advancing the time period every one or two generations. Then you could start at medieval, then renaissance, colonial, regency, victorian etc. If you find the custom content for it you could even start with an ancient period like Egyptian or Roman.

* You can make ghosts if you want them. However, I’m not sure how ghosts age but remember that an heir to a family cannot inherit their parents place until they are dead or dead again or whatever. Also with the quickly growing population, you don't want to many Sims hanging around far longer than their regular life span. SO you might want to use the ghost feature sparingly if they age differently. *A Nobel or Royal Sim should not marry a Sim of unknown parentage. A good bloodline is very important.
* Gravestones can be moved to the graveyard however there needs to be a separate section for each class
* Only the Royal and Nobel classes are allowed to have carriages (Cars) but they must have a garage to make them less discreet
*NO AMBROSIA for anyone other than the Royal family.


Scoring
* Count up all the points when you reach 5 generations. If you keep track of points you must play by all the rules, but you don’t have use the scoring system. Please be honest.
* 1 point for each generation reached
* 10 points if every heir for all classes is the first born son. *See below
* 1 point for each lifetime wish fufilled
* 1/4 point for each family friend the royal family has
* 2 points for each heir to the throne who marries another royal
* 1 point for each sim that has all the reward things.
* 1 point for each different color ghost you have on the lot
* 1/2 point for each set of natural triplets
* 1 points if you manage to collect ALL the different types of ghosts on a lot
* -2 point for each Sim that was purposely killed
* -1 point for each Sim that marries below his or her status
* -1 point for each infant, toddler or child that gets taken by the Social Worker


*If you want to make a society run by women then you get the point is all heirs are first born daughter


Remember, this challenge is very flexible so it can fit your personal tastes. With this challenge you can unite all the families in a neighborhood and give it some sort of structure and goal. If you are not playing for points feel free to bend the rules a bit to fit your playing style, but don't be afraid to try something different then you normally do!
Taken from Fanciful Sims.
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Offline Pam

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Re: The Royal Kingdom Rules
« Reply #1 on: May 06, 2010, 07:21:40 AM »
Wow, that's a lot of rules.  Did you find it on the official Sims 3 site?
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Offline wildredchild

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Re: The Royal Kingdom Rules
« Reply #2 on: May 06, 2010, 07:26:09 AM »
That is a huge amount of rules.  I almost got lost just reading the rule set, *is imagining trying to set up that "world"*.  Yikes!

Offline samoht04

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Re: The Royal Kingdom Rules
« Reply #3 on: May 06, 2010, 01:27:58 PM »
No, I found it on someones blog and googled it from there. ([edited--MM] if I am allowed to say ;)) Yeah it is a lot of rules  ;D I think it is meant for the players who do like a challenge!  :D

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Offline TheCub

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Re: The Royal Kingdom Rules
« Reply #4 on: May 06, 2010, 05:57:34 PM »
I don't think I'll be playing this one. The Apocalypse Challenge also has a long list of rules but at least you only have to keep track of one family. Keeping track of the whole neighborhood seems like it would be too confusing.


Offline Saltypaws

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Re: The Royal Kingdom Rules
« Reply #5 on: May 06, 2010, 08:46:32 PM »
I have to agree on that, with the way the sims move around all of the time, you would spend most your time trying to keep track of everyone.  I like the nice, sort of simple challenges.  That seems like work to me.
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Offline AriaGirl77

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Re: The Royal Kingdom Rules
« Reply #6 on: May 06, 2010, 09:09:04 PM »
Honestly, I'm not even sure if it would be possible to manage that many families since people move in and out of town so much during game play.  I think this is probably one of the challenges that worked just fine in Sims 2, but doesn't translate to Sims 3 very well.



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Offline LivvieLove

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Re: The Royal Kingdom Rules
« Reply #7 on: June 06, 2010, 10:53:07 PM »
I adore the concept of this challenge! I absolutely love the medieval phases of the world/Renaissance era. However I must agree with everyone else; if this were a challenge for the Sims 2, I would be all over it in a second, which I'm sure it could easily be turned into one, however I haven't played Sims 2 in ages and it wouldn't have nearly as many props as the Sims 3 would. As much as I would love to dig into this challenge, it just has too many downfalls. I don't want to HAVE to install that mod in order to make sure they don't marry, and I've never played with story progression off. I'm sure it could be do-able, but I also don't want to risk the mods it would take to make everything look the way of the Medieval Ages, so I believe there are ways around it, but I would have to run several tests, however I may end up trying this challenge. It would be definitely worth it if I did find the solutions to the no-mods thing.
I'm not completely against the cheats part, just the mods.
So I'm thinking that if I really dug into Create-a-World and figured out how the no aging versus no story progression plays out I can probably figure my way around the cheats. :) Well it's certainly worth a shot! Thank you for posting this on here, I think it's actually an amazing idea, but it could certainly use some thinking over on my part before I jump into that challenge.