The Purge Rebooted Challenge for Sims 4
Credit for the original challenge - MistyDW
Credit for software used - Sims 4 Studio
*requires Eco Living, City Living, Seasons, Spa Day, Pets and Parenthood.
*The Purge Rebooted Challenge makes use of mods I have made to enhance challenge gameplay. These mods include custom aspirations, a new player achievement, changes to grilling and an override of the Future Cube object. The mod package is link at the bottom to this post, just download, unzip and place the three packages in your sims 4 mods folder.IntroductionHas it really been a year already? Since that day where life as we knew it came to an abrupt end and our terrifying new existence began? Other dwellers, like ourselves, have come to call that day, The Purge. It was the day that the Aliens began their attack and a year on, still continue to pick us off, one by one.
We have a new enemy now. They were once dwellers like us, but this harsh, cruel new way of life has turned them into something else...something evil. We call them 'The Feral'. No longer capable of kindness, empathy and compassion, The Feral are cold blooded killers. They hunt us just like the Aliens. Some of us suspect the Aliens leave The Feral alone, because they are doing the Alien's job for them. All we know for sure, is there are less and less of us dwellers every day.
There is a higher chance of survival for us if we band together, so groups of us live together in underground bases. With electricity and indoor plumbing long gone, we each have roles to perform, to keep us all alive. Some gather the water, some search for food and others build what they can from the remains of our war torn world. With every passing day, it gets harder and harder for us to survive and I don't know how much longer we can go on for....
Getting Started*Begin by making a random sim in cas. You wont actually be using this sim in any way, so I recommend just adding random aspiration and traits and naming.
*Choose Spring as your starting season.
*Place your random sim on any empty lot in Oasis Springs.
*Once you load into the game, immediately pause and in buy mode, purchase the future cube.
*Click on the future cube and you will see new options.
*Click on assign role. A notification will pop up to the top right with a role. Make a note of it.
*Assign roles until you have six different ones. These six roles are going to be your base dwellers roles.
*Use testingcheats on and cas.fulleditmode, then shift click on your random sim and choose edit in cas.
You can now create your six sims for your base. Use the new aspirations in the Purge Roles category to give each sim one of the six roles you made a note of. The Child and Dog roles (if you rolled them) do not have custom aspirations so assign any child aspiration you like. You can use any traits, but I recommend picking one negative trait for each sim for added gameplay and you will need to use the kleptomanic trait if you have a thief sim. Lifespan is up to you, though there are plenty of things once playing that decide on the lifespan of your sims, so a long lifespan does not guarantee anything!
Making Your Base***IMPORTANT: Assign your lot the
Off The Grid lot trait and
Private Dwelling lot trait straight away. This does not get removed for the duration of the challenge. Leave the third lot trait empty.***
You can make your base any way you want. Money has no value in this challenge so use money cheats if you like. It wont help you stay alive! You can, however, only start with the following furniture and remember, you are off the grid so try to place functional off the grid furniture where possible:
*three single beds (cheapest)
*two couches, which seat two sims (cheapest)
*four kitchen counters (cheapest)
*one toilet, one shower, one sink (cheapest functional off the grid)
*one desk and one chair (cheapest)
I have made a starter base and put it on the gallery, under the #purgerebooted #purplethistles84 if you want to use that instead of making your own.
Once you are finished building your base,
check each sim's aspiration description. Some roles tell you special items can be placed in the base, such as the leader role which allows you to add a mirror at the start. Add any starting items available and you are finally ready to start playing! Phew!
GAMEPLAYAspiration Goals and RewardsEach of your sims with a role aspiration have a goal to complete. For example the leader role has the max charisma skill goal. Almost all roles have rewards for completing the goal. You can see what those rewards are in the aspiration description. For example, the leader role's reward is being able to place two power generators on the lot.
EventsEvery second sim day (every other day), one of your sims
must use the future cube once, to '
ask about today's event'. A notification will pop up to read. You
must follow the event instructions. There are over 20 unique events you can roll.
Travelling and EncountersYour sims will have to leave the safety of the base to travel for supplies such as fruit and vegetable harvesting, fishing, thieving and so forth. When you are ready to return back to your base or to go on to any other lot,
BEFORE you travel, one of your sims
must click on the future cube and '
Ask about encounter'. A notification will pop up, telling you what happens to your sims on their way back home. You
must follow the encounter instructions. You
must always roll an encounter whenever you have to return to your base or travel to another lot via the loading screen. There are over 20 unique encounters you can roll.
Attack Encounters and Attack RatingsIf you have an encounter where your group (not your household, only the sims travelling with you) is attacked, you will see that the encounter notification tells you what attack rating your enemies have. For example, it may say the enemies have an attack rating of 5.
Each sim in your group has their own individual attack rating, which you can see in their
aspiration description. For example the leader role has an attack rating of 2.
You need to add together
all attack ratings in your group (not household) of travelling sims, to determine the outcome of the encounter. For example, your leader has an attack rating of 2, your guard has an attack rating of 2, your chef has an attack rating of 1. So you add 2+2+1 = 5. Your groups attack rating is 5. It is a draw which counts as a win so you can then follow the encounter notifications instructions for a win. If your group attack rating was less than 5, you would lose and need to follow the encounter notifications instructions for a lose. If you lose an encounter, it is possible that one of your sims may have to 'die' (be removed from household). To work out who in your group has to go, you give each sim a number (in your head!) and use the future cube 'Random Number (1-8)' option to see who goes.
Attack rating increases are sometimes awarded for reaching a role aspirations goal. For example, the Guard role aspiration description tells you they have an attack rating of 2. However they can +1 their attack rating if they have reached their goal of level 10 fitness.
It is sometimes possible to roll an encounter that adds a new sim to your base. To determine their role, you
must use the future cube's 'assign role' function unless the encounter specifies otherwise.
END GOALFor those that like a proper ending, I have included a new player achievement, called
Purge Master. This will unlock once you, the player, have completed all of the Purge Role aspirations and thus, completed the challenge. You can see the achievement and progress by pressing esc and clicking achievements, then player feats.
***RESTRICTIONS***Roles*Only
one sim to a role. So one leader, one guard and so on. Not two or more of any role.
*Sims should perform their own roles as much as possible. However if it is necessary for another sim to perform a role that isnt their own, they cannot place the starting item for that role. For example, a leader sim that fixes a broken toilet because there is no handyman in the base, cannot place the handyman's starting item on the base.
*If you lose a sim that had a starting item on the base, the starting item does not have to be removed.
*Roles should always be assigned randomly, unless stated otherwise from ingame notifications.
*No sim can switch roles (change their role aspiration) unless stated otherwise from ingame notifications.
*For the thief role, your kleptomaniac sim can steal as much as they like. However if they get caught, you
must use the future cube to roll a number between 1-8. If the number is even, your sim is safe and can go home. If it is odd, your sim is killed and must be removed from the base household. Be
very careful about how and when you steal! If your thief steals something autonomously and gets caught, this rule does not apply so you can just ignore it.
*Only your homemaker can have children and only once they have unlocked the homemaker goal. You can of course, start with a child in your base, if it was one of your initial six roles at set up.
*Children
do not have roles. They will have to go to school, unless you use a mod to prevent it. Once they grow up, they
must be randomly assigned a role not currently in use on the base. Use the future cube to assign a roll and reroll as many times as needed until you get a role that isn't in use.
*If you have a
dog in the base, they have an Attack Rating of 1. I haven't worked out a way to show that in game yet.
Food*Recipes that do not require ingredients
MAY NOT be cooked. No mac and cheese for example. Only recipes that need ingredients can be used for cooking meals. If a recipe does not have listed ingredients, it must be ignored.
*The Grills have been modded to require ingredients to cook meals (no more optional!) and to also require more ingredients for large servings. For example, you will now need 8 fruit to make grilled fruit, not 1. Food is supposed to be scarce.
Community Lots and Neighbourhoods*your sims cannot use community lots other than for gathering/fishing/stealing purposes. No eating from community fridges etc. Even if your sims cant get back to the base for whatever reason....
*You are free to travel to any available neighbourhoods, however remember, if you have a loading screen, you
must roll an encounter before returning to base.
Object Restrictions* Power Generators must be powered using either bits and pieces or biofuel from bug farming. you
may not buy fuel for them.
* Flowers must be found or grown for the flower arranging table,
no buying allowed!
Gardening*You will not be able to start a garden on the base until you have the Hippy. Once you have the Hippy you can have
one unique plant for every variety of fruit/veg/flower/herb in the game, provided you can find some to plant that is!
Future Cube*If you get an event or encounter you don't like, try to resist rerolling. Don't be that guy!
*Rerolling is fine however, if you get a result you already have, such as a role already filled or a random number for your group that's too high.
Aspiration Rewards*you can freely spend your reward points on any rewards
other than potion rewards and the moodlet solver, unless specified by an event or encounter.
GAMEPLAY TIPSThis challenge is intended to start of very hard and should get easier and easier as you progress through the aspirations. This is a post apocalyptic challenge however and anything can happen! There are certain things that may make life a little easier:
***TOP TIP: Give every sim in your base a future cube, for their inventories so there is always one available for use. Autonomy has been turned off so they wont use them without your direction.***
*Plants update around 5am in game time. Try to do any travelling for supplies around 4am and stay on the lot for the plants to update to harvestable. If you travel to a lot first thing in the sim morning, you will be waiting a LONG time for those plants to be harvestable!
*You can use the seasons calendar to create a holiday every second day for event rolls. Don't add any traditions and you can end the holiday as soon as it pops up, but its a good reminder to do the event roll at the start of the day, every other day.
*If you aren't confident about going travelling for supplies, look around your base area. You are free to gather and fish etc without needing to roll an encounter as you only need to roll one if you have to use the travelling loading screen.
*Once winter comes around, your garden will be pretty useless. If only there was a sim with a role that could make something for inside gardening...
*Your sims can make life a little more comfortable by gathering water at any fishing spot. The water will be stored on the base, meaning your sims can have longer, better showers.
*controlling a houseful of sims is hard. Before you go travelling, any sims you are leaving behind on the base can have actions queued up before you leave.
*it pays to have backup when you go travelling. If there is a sim not doing anything at the base, take them with you. An extra attack point can make all the difference.
I think that about covers it guys, so all thats left for me to do, is to wish anyone taking on this challenge the very best of luck! I have play tested however I'm sure you can see that this is a big challenge with a fair amount of modding, so if you notice anything, let me know. Also please do share any of your adventures with me! Please dont forget that it was MistyDW's original purge challenge that heavily inspired this one, she has other challenges too, so check them out!
Purge Mods - Unzip and place in mods folder. (dropbpx)