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'Sims 4:' Legacy Eras Challenge

Play through history in the 'Sims 4!' Become the king of your Sims world, survive the world wars, and build a better future for your legacy family.

By Marina MontenegroPublished 6 years ago 6 min read
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Sims 4 Legacy Eras Chalenge

Welcome to the Sims 4 Legacy Eras Challenge!

Introduction

This is a fan-made, self-imposed challenge built off of the Sims Legacy Challenge. Based on European history, the challenge is designed to have Sim play through different eras of history as the generations go on. Playing by the Sims 4: Legacy Eras Challenge will make your game more difficult - but also more exciting. Your Sims will live harder lives in the hopes of leaving their children a better world.

As you play through the challenge, you might notice that many of the rules do not change between eras. History does not move quickly, but be sure that each era does bring with it a new challenge to face, and new advancements for your Sims.

Finally - connect with others doing the challenge on Facebook! Post photos, updates, or questions. When uploading families, lots, etc to the gallery - use the official challenge hashtag: #LegacyErasChallenge

Requirements

  • The Sims 4
  • d20 and d100 dice (you can find online for free https://www.wizards.com/d20modern/d20mdice/dice.htm)
  • Optional: Get into the aesthetic with history mods for clothes and furniture
  • Optional: Join us in our Facebook group to share your family with others: https://www.facebook.com/groups/137374293546187/?ref=bookmarks

Content Warnings

This challenge contains a few topics that may be upsetting to certain people. Please note that this guide contains: death, arranged marriages, mild violence, death in childbirth, infant death, child death, sickness, war.

General Rules (For All Eras)

  • You cannot age anyone up manual until there is one day left till their birthday.
  • No cheats unless it’s a cheat to kill a sim that died from rolling dice, or to edit the money because you paid / are paid a dowry.
  • You cannot influence the outcome of a pregnancy or gender of a baby.
  • Mods are fine as long as they don’t make the game easier.
  • For the most part, you should not leave the family / household you are playing as. However, you may switch families quickly in order to marry / produce children for neighbors to keep the neighborhood populated.
  • If a vampire breaks in and deep drinks from your sim, roll a d20 dice.
  • If you roll a 1-10, they die, 11-20, they live.
  • If a woman maxes out the parenting skill, she can add +2 to any childbirth roll she is in the room for, even if someone else is giving birth.

Getting Started

Creating the Founder

  • To begin this challenge, use Create-A-Sim to build your founder. Your founder has a few requirements. Number one, they have to be able to have kids. Number two, they have to be human. You may choose their gender, body shape, skin/hair color, and traits.
  • The wardrobe and hair of your founder should match the era they live in as best as you can. The sim in the photo on the right is starting in the Agricultural Era, so he’s dressed as a poor farm boy. Feel free to be as creative as you’d like with dressing your Sim, and you can use mods or CC if you want to.
  • You can only make one Sim to be your founder, so put some time into it. Make sure you choose a name you like as well. As of the “Cats and Dogs” release, you can start with one pet as well (check era for pet rules first).

Moving In

  • Once you are finished creating your founder, it will come time to choose where your Sim will live. For now, place your Sim on any empty lot. Then return to the world screen. In Willow Creek, bulldoze the “Oakenstead” lot and move your Sim onto the now empty land. Purchase the Knight of the Octagon Table decoration ($8,200) before you build or buy anything. Place the Knight into your family inventory for now, and be sure not to sell it - ever.
  • This lot should not have any lot traits. If it does, be sure to remove the lot traits. You may name the lot whatever you wish.
  • Your Sim should have $1,800 left. If so, you’re ready to start!

Agricultural Era (60,000 BCE)

Before the great simivilations of ancient times, the land was bare and empty, waiting for some Sim to claim it and call it home. Today is the day that one Sim, your founder, does just that. With no rulers or kings, your Sim is free to run their land as they see fit - and keep the profits of it. For all the freedom and open land you receive in the agricultural era, there’s much darkness too. Health conditions are not the best which makes growing up tough, and childbirth tougher.

Restrictions

  • Only career your Sim can take is farming. Your sim must earn all their money from growing plants on the land.
  • Lifespan is set on “short.”
  • Divorce is not an option, even if your wife becomes barren and you are childless.
  • You cannot “WooHoo”, you can only “Try For Baby.”
  • Pets: Dogs, Wolf or Fox, Cats, Raccoon. Pets cannot go to the vet.

Style

Always dress for the era. Clothing should be ancient-looking. Lots of browns / yellows / whites / black cloths. Men would have facial hair, women would have longer hair that’s tied back. Get creative with it!

House Building:

  • If your Sim is able to build a house, it should not be anything too fancy. Most Sims will probably be living in a tent at this time. Otherwise, the house is a single room with a thatch roof. It’s not very big, mainly used to sleep in. You may use part of the roof / attic to live in as well. No doors or windows, only archways.
  • As always, keep the furniture as accurate as you can for the era. This means there are not many decorations around. There are some loose furniture guidelines below, but I didn’t spend too much time picking out furniture for you all.
  • For sleeping: you can use a tent, wooden beds with plainly colored sheets. Bassinets for infants, classic toddler bed for toddlers.
  • For bladder needs, use the “duty calls bush” or the “anything goes bush." The bushes are not in the base game, so if you do not have them, you can purchase one toilet for your sim to use.
  • For hygiene, you may place a single shower, or a single bathtub to use for hygiene needs.
  • For fun, you can add a horseshoe court, guitar, violin, piano, or go fishing nearby.
  • For light, use candles, or lights that look like candles.
  • Of course, place a gardening pot so you can purchase seeds and begin your life as a farmer.
  • For pets, - you can buy food bowls for your pets, but nothing else. No litter bins!

Producing An Heir:

  • One of the main tasks of each generation is to produce an heir. Your heir will carry on your line, bringing your family forward towards greatness. The heir must be a born in game descendant of your founder, otherwise you lose the challenge. In this era, the heir must also:
  • Be a male Sim born in wedlock (the child can be conceived outside of wedlock as long as the parents are married before he is born).
  • He must survive to young adulthood.
  • If a couple does not produce a male child before they die, or the mother becomes barren, the next in line would be the oldest grandson or great-grandson. If the grandchildren are the same age, (or if there is any confusion) they can fight in-game. Winner of the fight is the heir. Loser of the fight dies.

Childbirth rules:

Childbirth is risky. When a mother goes into labor, break out your d20 dice and get ready to roll. Once the baby is born, roll the d20 dice and find the corresponding number below to determine how the birth went.

Young Adult Mothers:

  • Rolled a 1 = mother and child die.
  • Rolled a 2 = baby lives (complicated pregnancy*), mother dies.
  • Rolled a 3 = mother is unwell. Roll again for three more days to see if mother lives (needs to roll three or higher each of three days). Baby is safe. Mother is also now barren.
  • Rolled a 4 = mother is barren. Roll tomorrow to see if she lives (three or higher needed)
  • Rolled a 5 =Mother is barren but lives.
  • Rolled a 6 or higher, mother and baby live.

Adult Mothers:

  • 1 or 2, mother and baby die.
  • 3 baby lives (complicated pregnancy*), mother dies
  • 4 mother is unwell. Roll again for three more days (need a four or higher each day for her to survive). Mother is now barren.
  • 5 mother is barren. Roll again tomorrow to see if she lives (four or higher)
  • 6 mother is barren but lives
  • 7 or higher, mother and baby live.
Multiple Births

  • If you have more than one child at once (twins, triplets, etc), this is considered “multiple births.” Roll your d20 dice twice per baby born. Even if the mother and baby die on the first roll, roll for each baby. It is possible that the mother and first child die, but the second child survives.
  • You should roll in the order that the children are born. You cannot pick which of the babies die if one has to. The rolls have to be in order.

Aging Rules

  • Growing up wasn’t easy, but the older you managed to get, the less likely you were to die. Break out the d100 dice to see if your child is able to make it to their next birthday.
  • Infant aging up to a toddler needs a d100 roll of 26 or higher to age up, or else they die. If it was a complicated pregnancy*, infant needs 45 or higher to live.
  • Toddler aging to a child needs a d100 roll of 16 or higher to age up, or else they die.
  • Child aging to a teenager needs a d100 roll of 7 or higher to age up, or else they die.
  • Teens and older age normally.

Spares

Any child that is not the heir is a spare. Spares may stay on the lot or move off, it’s up to you. You may choose to marry them off and allow them to have kids. If your direct line dies without an heir, you may go back through your family tree to find the closest living male relative and appoint him as the heir. Have him move back onto the main lot and continue the game.

For example: Founder John Smith has a daughter, Julia, and a son, William. Julia gets married and moves off the lot. She gives birth to a son, Peter. Meanwhile, William rolls a two while aging up, and so he passes away. John Smith can *either* quickly have another son before he dies, or else Peter is the next heir.

Advance

Goals to advance to next era:

  • A male Sim, either the current Leader of the legacy or the Heir to the legacy, has to have mastered farming.
  • A male heir reaches his teen years.
  • If these goals are completed, you may enter the Ancient Era.

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About the Creator

Marina Montenegro

Marina is a nonbinary writer and poet. Their work has been previously published by Pif Magazine, CEO Lit, Aegis Publish house, and more. You can follow Marina on Facebook (https://www.facebook.com/MarinaMontenegro.Author/).

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