Gamers logo

Sims 4 Legacy Eras Challenge (Agricultural Era)

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 9 months ago 6 min read
Like

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 gardening, or a freelance farmer. Your sim must earn all their money from growing plants on the land.
  • Lifespan is set on “short”.
  • Lot trait: off the grid, simple living
  • Divorce is not an option, even if your wife becomes barren and you are childless.
  • You cannot “WooHoo”, you can only “Try For Baby”.
  • (optional) Seasons: You can create a holiday for “Founders Day”, if you want to.
  • Recommended “Founders Day” traditions: thankful spirit, remembrance, decorate, tell stories, garden.
  • Pets: Dogs: Wolf or Fox, Cats: Raccoon. Pets cannot go to the vet.
  • Plants: Your farm can contain Muckleberries, green peas, green beans, black beans, potatoes, tomatoes, and peppers AND any plant naturally growing in your neighborhood (the area around your lot without traveling).

Style

As always, dress for the era. Clothing should be ancient-looking. Lots of browns / yellows / whites / black cloths or animal prints. 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. Or the rejuvenating hotspring.
  • For fun, you can add a horseshoe court, guitar, violin, piano, or go fishing nearby.
  • No light, sims live in the dark or can sit by a campfire.
  • 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!
  • Your Sim can place ladders!

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 3 more days to see if mother lives (needs to roll 3 or higher each of the 3 days). Baby is safe. Mother is also now barren.
  • Rolled a 4 = mother is barren. Roll tomorrow to see if she lives (3 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 3 more days (need a 4 or higher each day for her to survive). Mother is now barren.
  • 5 mother is barren. Roll again tomorrow to see if she lives (4 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 dies 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 2 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.

pc
Like

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/).

Reader insights

Be the first to share your insights about this piece.

How does it work?

Add your insights

Comments

There are no comments for this story

Be the first to respond and start the conversation.

Sign in to comment

    Find us on social media

    Miscellaneous links

    • Explore
    • Contact
    • Privacy Policy
    • Terms of Use
    • Support

    © 2024 Creatd, Inc. All Rights Reserved.