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Post by Pally on Aug 14, 2018 20:11:13 GMT
The World Map The Story Murkland has grown and thrived with your help! Your faction leader has heard news of land being marked as 'safe' by what remains of the world government. They have opened it up for further populating and rebuilding of the human race, and eventually helping to regrow the animal population.
A small coastal area, once a little fishing community, has been set aside for this new regrowth project. A large number of shipping containers have been found in the bay, full of various items useful for rebuilding a small town. The government wants who ever claims this land to use only what they find in the containers along with what ever might have been left behind. Your faction leader has put in a top bid for it. Claiming the success of his work in Murkland as the reason to be chosen as the ruler of this new town too. Of course he could not of been as successful if it wasn't for your help, so he is asking you to pick one of your children to send out as the 'seed' that will grow the 'field' of this new community.
As you build your new world, remember the faction of your family and try to carry on it's tradition and ways of living. Example, if you sided with the mayor by paying the bills, you became part of the Burner faction, a group of colorful free spirits who love music and dance. If you sided with Mad Mud, you became part of a group who loved mischief and who, uh,..seemed to wear a lot of black and liked a lot of black decor, oh, and graffiti, grilled cheese..etc. Keep these things in mind as you build and decorate. Although, as time goes on some generations may choose to forget certain traditions, creating their own along the way.
Now it's time to decide which of your offspring you will send out on this new Murky adventure. Choose wisely! The skills they learned as children and teens will help them now. As they pack their bags to leave home, they may take with them a trash fruit to plant and the plants to make deodorant cream. As well as any items they may have made when children.
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Post by Pally on Aug 14, 2018 20:11:59 GMT
Setup (This challenge was mainly created to be played in Brindleton Bay, but could be played in Windenburg.)
I will be making a house/building for each lot but you are totally free to create your own. Each lot must contain at least one shipping container. On the community lots, if you choose to build your own, you can have more than one.
Clear all lots in Brindleton Bay. Place starter container on the lot Bedlington Boathouse. (You may build your own starter if you want. You can only have one container in generation one. You will be allowed to build an additional container for each generation.)General rules for each generation: 1. Eat only trash fruit on Sundays as a remembrance of this special plant and how important it was for those in Murkland.
2. Max 1 new skill besides the one specified with each generation.
3. Travel, outside of the bay, restricted to only Wednesdays and Saturdays. That's when the boat leaves to head back to the main land.
4. Only your spouse/partner may have a job. Unless the rules for a specific generation require the main sim to get a job.
5. 1st born is the heir. (or first child adopted)
6. Raise at least one child to young adult.
7. Once the heir reaches young adult age they pack up their things and move to the next lot. They may also take with them one of each plant the previous generation has planted. Must take at least one trashfruit to start their own plant and plants to make deodorant cream.
8. When making money, remember the ways your family was allowed to gain it under your faction rules.
The Burner Faction can make money by: *credit to Brennachan for this list* • Gardening (you may harvest any plant, including perfect plants from other Murkland gardens) • Collecting • Frog Breeding • The Wishing Well • Fishing • Painting (only this faction can make money from painting) • If your parent sim did the Library Challenge – you may write for income • If your parent sim did Gym Challenge – you may make money from writing/playing music
The Mad Mud faction can make money by: *credit to Brennachan for this list* • Fishing • Collecting • Harvesting (any plant on any lot) • Gardening (Except Growfruit plants) • Baking/ Bake Sales • Stealing – you are allowed to change one of your primary sim’s traits to kleptomaniac, if you wish • Programming – Hacking, Making Plug-Ins or Viruses, Creating Video Games and Freelance Work • Woodworking (yes, it is allowed in the Mad Mud Faction) • Carving Pumpkins (Mad Mud LOVES carved pumpkins) • Music – if your parent sim did the Gym Challenge • Writing – if your parent sim did the Library Challenge
9. Can not start on next generation goals until that generation moves on to their lot.
10.Can use freerealestate cheat to move sim into new lot if using the ones I make. But no other money cheats. Only use what you make during your game play to build and decorate your new generation's lot. (more on this later)
Rules for aging and children:
1. If you wish to play with aging off, you may. But later with pets it needs to be turned on. I have it set to be on for only current played household.
2. Toddlers should max at least one skill.
3. Children should get all child skills to level 3.
4. Teens should try to get 6 skills to level 5. (I may tune this rule a little with feedback)
5. All ages are to be Home Schooled. When learning center is built they may attend 2 classes a week. The other days you may take them to the center for, manual skill building.
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Post by Pally on Aug 14, 2018 20:13:33 GMT
Generation One: Let's Park it Here The main goal of this generation is; to build a park in honor of their family's faction leader.
Your home lot should have only one shipping container. (Or you may place the generic one I have made for this generation.)
Set household funds to 0. (use cheat: 'testingcheats true' then 'money {0}')
You must then earn 10,000 in household funds before you can begin building to prove you can survive in this new world. (You can use more than 10,000 to build the park. It must have at least one shipping container and be built after your faction style. Or you may place one of the ones I have made.)
Once park is built you must paint a portrait of your faction's leader to place in the park. (If your faction's leader has died, then you may choose an heir you think may have taken over after him.)
Once the portrait is hanging proudly on display, you may now marry/have partner move in and celebrate!
Have an Heir either by natural means or adoption.
Grow and keep alive one trashplant.
This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.
Specific goals for Gen 1: 1. Earn 10,000 household funds. 2. Build park 3. Max painting skill 4. Paint picture of faction leader and hang in park 5. Grow and keep alive 1 trashplant 6. Complete the Painter Extraordinaire with main sim (if a descendant of the Mud Faction, this is the only time you can make money from painting.)Optional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:14:53 GMT
Generation Two: "We don't need no education...We don't want no thought control!" (Well, maybe we need the education part.) The main goal of this generation is; to build a Learning Center.(Library)
Your home lot should have at least one shipping container but no more than two. (Or you may place the generic one I have made for this generation, or another from the gallery.)
Have an Heir either by natural means or adoption. Once the next generation heir is child age, (see rules for aging) you may start building the learning center. (It must have at least one shipping container. Or you may place the one I have made.) When constructing your library lot, leave one room empty for a later generation's challenge. You may place shelving in it. You will also need to place a rocket ship on the lot somewhere to finish this Gens aspiration.
This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.
Specific goals for Gen 2: 1. Build/place the library/learning center 2. Grow and keep alive 2 trash plants 3. Max logic skill 4. Complete the Nerd Brain aspiration with main simOptional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:17:54 GMT
Generation Three: "Hey! I'm Thirsty!" The main goal of this generation is; to grow some fruit to perfect level to make "nectar" for drinks at a local pub/bar/lounge.
Your home lot should have at least one shipping container but no more than three. (Or you may place the generic one I have made for this generation.)
Your main sim for this generation should max the gardening skill while growing 10 different kinds of fruits to perfect level.
Plant and keep alive three trash plants.
Have an Heir either by natural means or adoption (follow aging rules).
This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.
Specific goals for Gen 3: 1. Max gardening skill 2. Grow 10 different fruit plants (you can count 1 trash plant toward this goal) 3. Grow 3 trash plants and keep them all alive 4. Complete the Freelance Botanist aspiration with main simOptional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:18:39 GMT
Generation Four: "Well here then, have a drink!" The main goal of this generation is; to build a bar/pub/lounge.
You may build/place your bar/pub/lounge at the beginning of this generation. It should have one shipping container used in the build. (You can use one I made or one from the gallery if you want)
Your main sim must get a job in the Culinary Career and reach the top of the Mixologist Branch.
Your home lot should have at least one shipping container but no more than 4. (Or you may place the generic one I have made for this generation.)
Have an Heir either by natural means or adoption. This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.
Specific goals for Gen 4: 1. Build/place the bar/pub/lounge 2. Grow and keep alive 4 trash plants 3. Max mixology skill 4. Reach the top of the Mixologist Branch in the Culinary Career 5. Complete the Master Mixologist aspiration with the main simOptional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:19:01 GMT
Generation Five: "Now I'm Hungry!" The main goal of this generation is;To build or place a Puffer Dome inspired restaurant and run it.Your home lot should have at least one shipping container but no more than five. (Or you may place the generic one I have made for this generation, or another from the gallery.)
Have an Heir either by natural means or adoption.
Your main sim has been approached by the current owners of the Puffer Dome back in Murkland. They are wanting to branch out into new territory and have decided to test out the new community you are growing. They want you to run a little Puffer Dome inspired restaurant. (You can place the one I made or build your own.) If you can get the restaurant to at least 3 stars, they will decide to stay in your new little town.
This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.Specific goals for Gen 5: 1. Build/place a Puffer Dome themed restaurant. 2. Grow and keep alive 5 trash plants 3. Max Charisma skill 4. Run the restaurant to 3 stars 5. Complete the Friend of the World aspiration with the main sim Optional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:19:25 GMT
Generation Six: Trade Wars The main goal of this generation is;To build or place a mercantile/retail store for your murky neighborhood and run it.Your home lot should have at least one shipping container but no more than six. (Or you may place the generic one I have made for this generation, or another from the gallery.)
News of your success has spread back to Murkland and the owners of the Murkland Mercantile Co have offered you an old pile of unopened shipping containers to turn into a retail store. They want you to prove you can make a cash flow by selling any of the things you find inside. (You can place the one I made or build your own.) If you can get the store to at least 3 stars, they will decide to hand full ownership over to you.
Have an Heir either by natural means or adoption.
This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.Specific goals for Gen 6: 1. Build/place a murky styled retail store made of shipping containers. 2. Grow and keep alive 6 trash plants 3. Max Comedy skill 4. Run the store to 3 stars 5. Complete the Fabulously Wealthy aspiration with the main sim Optional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:19:46 GMT
Generation Seven: Let's Build a Zoo The main goal of this generation is;To build or place a vet clinic for your murky neighborhood and run it.Your home lot should have at least one shipping container but no more than seven. (Or you may place the generic one I have made for this generation, or another from the gallery.)
As your town has grown you can't help but notice that there are many sick stray animals finding their way into your streets. Many of the locals have asked you to provided them with a place of care for their furry, murky neighbors. You are tasked with building a vet and running it to level 3.(You can place the one I made or build your own.) You have also decided to start a breed of animals all of your own to bring a little diversity and help regrow the pet population since the apocalypse wiped out many of the animals. (you could be creative here and choose a mutated creature or even a dog that looks like a cow or something different. the gallery is full of awesome animals.)
Have an Heir either by natural means or adoption.
This generation is completed when the requirements mentioned below are finished and the next Heir becomes a young adult and then can move out to the next lot to start their own family.Specific goals for Gen 7: 1. Build/place a murky styled vet clinic. 2. Grow and keep alive 7 trash plants 3. Get handiness and logic skill to level 5 each 4. Run the clinic to 3 stars 5. Complete the Friend of the Animals aspiration with the main sim Optional: Build in a style that represents your family's former faction in Murkland.
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Post by Pally on Aug 14, 2018 20:20:08 GMT
Generation Eight: The Jungle Calls
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Post by Pally on Aug 14, 2018 20:20:56 GMT
Generation Nine: Oh No! Not again!
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Post by Pally on Aug 14, 2018 20:22:41 GMT
Generation Ten: Happily Ever After?
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Post by Pally on Aug 14, 2018 21:43:31 GMT
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