Max household size is at YOUR discretion – but remember, if you go over 8 sims, ONLY access CAS through MCCC or you WILL lose sims!!
Rename length – up to you
Motive Decays – leave at default
Pause on zone – up to you
Sims are immortal – disabled
Sims die on lot – disabled
Skill Settings – default
Teleport Sim Overlap – your choice
Use random aging – disabled
Money Settings:
Allow Child pay Bills: disabled
Apartment Bill Percent – default
Auto-pay bills – disabled
Change bills percent – default
Child Support Percent – 15%
Inheritance Sim Type – all
Inheritance Spouse First – enabled
Pay child support – all
Notifications will probably help to be set on “related to the active household”, but you could also use notifications set to “all” if you want to see everything that’s happening.
Only setting to change here: console settings –> menu settings: phone texts – no texts.
MC CAS settings:
Leave all default except for:
Exclude Traits: Child of the Islands, Child of the Ocean, Freegan, Geek, Green Fiend, Recycle Disciple, High Maintenance (see disallowed traits)
Offspring:
Use parent Physical attributes – enabled
Parent values variance percent – 50
Use parent skintones – enabled
Use parent skin details – enabled
Bypass blue babies – enabled
MC Career Settings:
Leave all default except for:
Bypass played households – this is up to you, if you want to decide what careers everyone gets, go ahead.
Neighborhood stories settings:
Alter Neighborhood Stories – enabled
Teens quit school – enabled
MC Cleaner Settings:
Detail and item cleaners – your choice
Neighborhood Cleaner –
Bypass family ghosts – enabled
Clean culled sims – your choice
Sync Household names – I suggest enabled
Relationship Cleaner:
Households to clean – include NPC households
Pet relationships to clean – acquaintances
Relationships to leave – this is up to you. If you have a lot of sims that are set as played in your save, you may want to set this high. It will likely affect performance, though, so use with care. I suggest either leaving at default, or saying between 20 and 40 if your computer can handle it.
Relationships to Clean – zero level relationships
Sim cleaner – synch married name – enabled
Clubs and Dresser settings:
At your discretion!
MC Occult Settings:
Aliens:
Alien Abduction frequency: No alien contact
All abduction pregnancy percents – 0
Force Alien Disguise – force no disguise (that way you can see them and stay away)
Maximum Aliens – 1
Other pregnancy – use custom pregnancy – disabled
Mermaids:
Default except for Maximum Mermaids – 1
Spellcasters:
Default except for for Maximum Spellcasters – 1
Vampires: (default except for)
Aging Maximum – elder
Force darkform – enabled (so you can find them)
Maximum Vampires – 1
Risky vampirism –
Only with creation – disabled
Feeding percentages – all 0
Vampire creation notification – enabled
Werewolves: (all default except for)
Maximum Werewolves – 1
MC Population Settings:
Default except for:
Moving Settings:
Move teens as dependents – this CAN be set to disabled, but I suggest enabled.
Open houses: 10 (this is a suggested number, you can customize)
Maximum Homeless – set this at what you think is a reasonable number. I usually suggest between 10 and 30
Enforce Vampire Homes: enabled
Populating Settings:
Percent adult: 25
Percent Elder: 10
Butler Age: Young adult, Adult, Elder
Disable all but Guys Night at the Bar
Neighborhood Stories Settings – Alter Neighborhood Stories – enabled
Other settings:
Bypass sim culling – this one is entirely up to you and what your computer can handle. for most, I would say disabled – unless you have a great PC.
Bypass Clown Walkby: enabled
No Reaper Stalking: enabled
Randomize Visiting sims – enabled
Disable immortal sims: ENABLE ALL
Maximum Sims in zone – again, this is based on what your computer can handle. The default should be good for most people.
Adjust sims on lot: set all of the lots to checked (green) on each of these lists.
MC Pregnancy Settings:
Adoption Settings: all default (unless you want to name the babies)
Marriage Sim Selection: default except for:
Allow homeless marriage – enabled
Days to run checks – this is up to you. If you want marriages to only happen on weekends, feel free. or whatever you feel is appropriate. (you can choose on naming them, though)
Marriage Percentage:
Teen – 10
Young Adult – 20
Adult – 30
Elder – 10
Valid Marriage ages – teen, young adult, adult, elder
Neighborhood Stories Settings:
Alter Neighborhood Stories – enabled
Offspring: default except for:
Maximum Household Children – 6
Rename non-active offspring: your choice. if you want to have appropriate names, this might be a good idea.
Sync child surname – enabled
Other Marriage – default except for –
Renaming – your choice (usually rename to the male’s last name)
Remove service limit – your choice
I would highly suggest using something like the Home Regions mod by Kuttoe for the immersiveness, and only have sims in your neighborhood that match your decade. Consequently, if you’re using this mod, turn the “same neighborhood” setting to either “always limit by neighborhood” or “prefer partners in same neighborhood”.
You can decide whether to use traits for marriage or not.
Other Pregnancy – default except for –
Allow pregnancy aging – enabled (this is important!)
Auto-marry percentage – 100
Pause on playable labor – if you want to be there for each baby – choose enabled. It will then prompt you to switch households when a baby is about to be born. If not, choose disabled. I tend to use Enabled.
Pregnancy Duration – 5 (also important)
Random Moods and Traits – your choice.
Partner Sim Selection – default except for –
Allow affairs – 10
Limit by relationship – married only
Same occult only – enabled
Same-sex percentage – 0
Valid partner ages – teen, young adult, adult, elder
Pet Pregnancy settings – default except for –
Allow homeless pregnancy – enabled
Partner age – adult, elder
Elder pregnancy percentage – 0
Show pregnancy notifications – your choice
Pregnant sim selection: default except for –
Allow homeless pregnancy – enabled
Days until Max age – 5
Days to run checks – your choice, default should work fine though.
Pregnancy percentage –
Teen – 5
Young Adult – 25
Adult – 20
Elder – 0
Valid target ages – teen, young adult, adult
Spouse Sim selection: default except for –
Same occult only – enabled
Same-sex percentage – 0
Spouse Gender – male, female
Valid spouse ages – teen, young adult, adult, elder
MC Tuner Settings:
Default except for –
Change Interaction Behavior –
Allow Monster under bed – if this is going to bother the heck out of you without having monster lights, turn it off for the 1890s
Allow Multiple BFFs – your choice, my suggestion, enabled.
Allow Teen Move-in: enabled
Friendly ask if single – I suggest enabled, but your choice.
Coming of Age, marriage, moving, and kids: When a sim of your bloodline comes of age (age 14 for 1890-1950, age 16 for 1950+), you must do four things:
1. Roll for whether they will get married. (Roll a ten sided die, if you get a 1, 2, or 3, they don’t get married – this will mean females will stay in the family home, while men can move out and get a home or apartment with whatever their inheritance is)
2. Roll for how much money they get as an inheritance or dowry (use this table & 6 sided die.)
1 = 0 simoleons
2 = 5,000 simoleons
3 = 10,000 simoleons
4 = 15,000 simoleons
5 = 20,000 simoleons
6 = 25,000 simoleons
3. Roll for how old they will be when they marry or move.
Use a 10 sided die, using the below table as a guide until 1950.
Roll a 1 = teen + 24 days (15 years old)
Roll a 2 = teen + 31 days (16 years old)
Roll a 3 = teen + 38 days (17 years old)
Roll a 4 = YA (18 years old)
Roll a 5 = YA + 7 days (19 years old)
Roll a 6 = YA + 14 days (20 years old)
Roll a 7 = YA + 21 days (21 years old)
Roll an 8 = YA + 28 days (22 years old)
Roll a 9 = YA + 35 days (23 years old)
Roll a 10 = YA + 42 days (24 years old)
After 1950, use an 8 sided die and this table to set their ages in MCCC:
Roll a 1 = teen + 38 days (17 years old)
Roll a 2 = YA (18 years old)
Roll a 3 = YA + 7 days (19 years old)
Roll a 4 = YA + 14 days (20 years old)
Roll a 5 = YA + 21 days (21 years old)
Roll a 6 = YA + 28 days (22 years old)
Roll a 7 = YA + 35 days (23 years old)
Roll an 8 = YA + 42 days (24 years old)
Remember: The heir of any family does not move, they inherit the house!
4. If they’re NOT in your main household, roll for how many “try for baby” times they are allowed. Use a 6 sided die. (If they’re in the main household, you decide how many kids they get.)
Note:If you’re marrying in sims, only your related sim makes these rolls. The only roll that applies to the townie, downloaded, or created non-bloodline sim is the money roll.
Death rolls as an Elder:
Once your sim reaches the Elder life stage, at the beginning of every year (Sunday), roll a six sided die. The difficulty of the roll increases every time you roll. So, follow the below chart:
elder + 0 = difficulty 0 (no need to roll)
elder + 7 = difficulty 1 (must roll 2 or higher)
elder + 14 = difficulty 2 (must roll 3 or higher)
elder + 21 = difficulty 3 (must roll 4 or higher)
elder + 28 = difficulty 4 (must roll 5 or higher)
elder + 35 = (death by old age imminent, no need to roll)
(After 1940, this roll changes to a twenty sided die. See below:)
elder + 0 = difficulty 0 (no need to roll)
elder + 7 = difficulty 1 (must roll 2 or higher)
elder + 14 = difficulty 2 (must roll 3 or higher)
elder + 21 = difficulty 3 (must roll 4 or higher)
elder + 28 = difficulty 4 (must roll 5 or higher)
elder + 35 = difficulty 5 (must roll 6 or higher)
elder + 42 = difficulty 6 (must roll 7 or higher)
elder + 49 = difficulty 7 (must roll 8 or higher)
elder + 56 = difficulty 8 (must roll 9 or higher)
elder + 63 = difficulty 9 (must roll 10 or higher)
elder + 70 = difficulty 10 (must roll 11 or higher)
elder + 77 = difficulty 11 (must roll 12 or higher)
elder + 84 = difficulty 12 (must roll 13 or higher)
elder + 91 = difficulty 13 (must roll 14 or higher)
elder + 98 = difficulty 14 (must roll 15 or higher)
elder + 105 = difficulty 15 (must roll 16 or higher)
elder + 112 = difficulty 16 (must roll 17 or higher)
elder + 119 = difficulty 17 (must roll 18 or higher)
elder + 126 = difficulty 18 (must roll 19 or higher)
elder + 133 = difficulty 19 (must roll a 20)
elder + 140 = death by old age imminent, no roll.
Also, remember you can check exactly how old a sim is in MCCC – use the “sim commands” menu, “set age”, then “set days in age span” and it will tell you exactly how old your sim is.
All rules from 2010s still stand with the following changes:
During this generation – The Global Pandemic:
The global pandemic must last for at least two full years in your Sims game (you decide if it should be longer).
Face coverings are required anytime you leave the house (including exercising). You can use a CC facemask or something in-game (a helmet, for example).
During lockdown, you cannot go on vacations, dates, or any rabbit hole events! For the most part, Sims are not allowed to leave their lot. Exceptions:
If you are in the medical career, you must go to work with your Sim.
Once a day you are allowed to go jogging in the neighborhood or you can walk your dog – you must cover your face.
All Sims who have a job are required to work from home. If your job does not allow you to work from home, you must quit your job (you can get a new one that allows you to work from home).
Absolutely no in-person interaction with Sims outside of your household (unless you are in the medical career – you can interact at work only, but social distance as much as possible). However, chatting online and on the phone are highly encouraged.
If your Sim gets sick, you are not allowed to get them medicine. If they live with other people, you must lock them in their room until they are no longer sick (you can give them food by transferring it between inventories). If you do not have an en suite bathroom for them to use, you must designate one bathroom for the sick person and no one else can use that bathroom.
Encouraged lockdown activities include baking, reading, and starting new hobbies. You should select one skill to max out during lockdown.
You must own a computer, laptop, or tablet for each member of your household. That way everyone can work or do school at the same time.
School
If you are in University, you may keep up with all of your courses, but you are not allowed to go to class/lectures. This means you will need to work EXTRA hard to keep your grades up.
If you are in grade school or high school, you must attend school online (this does require a mod).
If there are children in the household (toddlers, grade school, or high school), then an adult must tutor each child.
Toddlers: Each day you must read them a story, and you must actively work on a skill (saying sorry, please and thank you, potty training) every day.
Grade School & High School: Each day you must help them with homework.
Career:
All careers allowed – including the Military (Covert Operator) for Females.
Miscellaneous:
Galaxy’s Edge opens at Disney amusement parks – you can now Journey to Batuu!
All rules from 2000s still stand with the following changes:
During this generation, when any sim in the family has their Young Adult birthday:
A Video they accidentally published has gone viral. Roll an eight-sided die to determine what the content was and its effect.
Roll a 1: Sex tape. Your sim was able to get it taken down, but not before everyone they knew saw it. Their YA trait will be Gloomy.
Roll a 2: Talking trash about their boss. Your sim loses their job and must go into a different career than they had planned. Their YA trait is Loner.
Roll a 3: A video of your sim doing a very cool (but useless) talent. Everyone who sees it loves it! Their YA Trait is Cheerful.
Roll a 4: A copy of their dating show audition. They did so well that everyone now wants to date them! Your sim takes this opportunity to play the field a bit. Their YA Trait is Non-committal.
Roll a 5: An original song they wrote. Unfortunately, it is very, very bad. Your sim takes it in stride and even decides to create a follow-up parody. Their YA trait is Goofball.
Roll a 6: An informative video. The video is praised, but not for the reason they had hoped for – the praise centers around their better-looking friend who co-stars in the video. Your sim’s YA Trait is Jealous.
Roll a 7: A rant about something simple. Something that, miraculously, everyone relates to, causing the video to be a smashing success. Their YA Trait is Self-Assured.
Roll an 8: A deep confession about their sexuality. Well, I guess it’s out in the open now. Your sim comes out as being a different gender than they were born (what gender is your choice), and they also change what sex(es) they are attracted to. Roll as usual for their YA Trait.
Relationships/WooHooing:
Sims may have same-sex marriages.
Home/Building:
Drones are allowed.
The Atmospheric water generator is allowed.
Meat Wall is allowed.
Career:
Any career except Writing (Journalism) is allowed!
Females still can’t be in the Military (Covert Operator) career.
Any and all part-time work is allowed (Yes, this includes Livestreamer)!
All rules from 1990s still stand with the following changes:
First world Problems:
At the beginning of this generation, the expected Y2K bug never hits. However, this doesn’t seem to exempt your family from disaster. Roll to see what happens to each household related to your bloodline.
Roll a 1 or 2: A flash flood has taken your sims by surprise. All furniture in the basement level (or first floor if you have no basement) of your home must be deleted and replaced. If you own any crops or plants, all of them must also be deleted and replanted.
Roll a 3 or 4: A major storm hits your family’s neighborhood! A tree flew through the window of one of the bedrooms. Luckily, no sims were harmed, but the window needs to be replaced along with everything else in the room. Put all existing items inside the chosen room into the household inventory, and never take them out again, then rebuy or remodel the room.
Roll a 5 or 6: You’ve been robbed: Looks like someone must have left the door unlocked, and your family comes home to find that all electronics have been removed from the house. The police are of little help, and insurance pays a mere fraction of what they’re worth. Place ALL electronics into the household inventory, never to be taken out, and replace all electronics with your own funds. If you cannot afford this, you must go without.
Children:
Babies can be born at home or at the hospital.
Dads can now take Family leave for the birth of their babies.
Void critters are now allowed.
Home/Building:
Computer usage restrictions are lifted.
All restrictions for build/buy mode are lifted.
All music types are allowed.
All TV channels are allowed.
The robot vacuum is allowed.
The video production table is allowed.
The fabricator is allowed.
Flat Screen TVs are now allowed.
The void critter battle station is now allowed.
Career:
Permitted careers for Sims:
Actor
Astronaut (Space Ranger) – requires a university degree
Athlete (either branch)
Business (either branch)
Civil Designer (either branch) – requires a university degree
Criminal (either branch)
Critic (either branch)
Culinary (either branch)
Detective
Doctor – requires a university degree
Education (either branch) – requires a university degree
Engineer (either branch) – requires a university degree
Entertainer (either branch)
Freelancer (all branches)
Gardener (either branch)
Interior Decorator
Law (either branch) – requires a university degree
Military (Officer)
Military (Covert Operator) – males only
Painter (either branch)
Politics (either branch)
Salaryperson (either branch)
Scientist – requires a university degree
Secret Agent (either branch)
Tech Guru (Start-Up Entrepreneur)
Veterinarian – requires a university degree
Writing (Author) – Journalism is removed because print media is dying!
Permitted part-time work for any Sims:
Babysitter
Barista
Diver
Fast Food Employee
Fisherman
Lifeguard
Manual Laborer
Retail Employee
Miscellaneous:
All cell phone restrictions are lifted EXCEPT Trendi (yes, this includes Social Bunny).
All rules from 1970s still stand with the following changes:
Addiction: In 1980, choose one Young Adult or Adult Sim in EACH of your households (does not have to be the heir) to join the Business career. This Sim unfortunately falls into a drug addiction. In 1985, they hit a crisis point and must make a decision. Roll an eight sided die:
If you roll a 1 or 2: Your sim parties themselves into an early grave. Change their traits to Dance Machine, Erratic, and Slob. This sim then dies at the end of the decade.
If you roll a 3 or 4: Your sim resorts to stealing to support their habit. Replace their traits with Kleptomaniac, Paranoid, and Noncommittal until the end of the generation. In 1985, this sim loses their job and is threatened with going to jail if they don’t reform. You can now have them join any other available career, and return to their original traits.
If you roll a 5 or 6: Your sim guts it out and quits cold turkey. Replace their traits with Hot-Headed, Mean, and Gloomy for 1 Sim week. Pick one of these three traits (or roll for it) to keep for the rest of their life, the other two may be changed back to two of their three original traits.
If you roll a 7 or 8: Your sim listens to their close friends and family and goes into Rehab. Move them out of the household for one sim week. When they move back in, choose one of the following traits and replace one of their existing traits with it for the rest of their life: Self-Assured, Neat, and Perfectionist.
Children:
IVF (Invitro Fertilization) has become mainstream. If you would like to roleplay your sims having fertility issues, you can now do a science baby. HOWEVER. IVF is not cheap. This will cost your sims 10k per baby attempt. Then, before you actually click Science baby.. you MUST roll an 8 sided die to find out what happens.
1-2 = your sim don’t become pregnant, or the baby doesn’t survive pregnancy.
3-6 = The pregnancy is successful, and you can go through with clicking science baby. (This MUST be done with someone of the opposite sex, whether it’s your sims’ partner, or someone else. NO same sex or solo Science babies.. in real life, science has not gotten that far!) And- yes, you still must pay the 1,200 fee on top of the original 10k you removed for the fertility treatment.
7-8 = Your sim actually has twins instead. You must do TWO science babies, and the above clause still applies (it must be done with opposite sex partnerships). This will cost you 2,400 on top of the 10k for the fertility treatment.
The Geek trait is now allowed.
High Maintenance Trait now allowed.
Any Sims born during this decade must take one of the following traits: Ambitious, Self-Assured, Materialistic, Snob, Self-Absorbed, Jealous, or Perfectionist.
Babies MUST be born at the hospital.
Teens can now join Computer Club after school.
Home/Building:
Computers are allowed for gaming, you may use gaming consoles with televisions.
Television time restriction is changed, 6am to 2am.
Marble flooring is allowed.
Fitness equipment (including the training bot) and using the TV for fitness are allowed.
Easy Listening and Backyard music are allowed.
Politisim and Sports TV channels are allowed.
If your Sims are environmentally-conscientious, you may now use the Off-the-Grid lot trait.
Bed upgrades are now allowed.
Ball pits are allowed.
The music production table is allowed.
Hotpots are now allowed.
Handheld vacuum cleaners are available.
Career:
Permitted careers for Sims:
Actor
Astronaut (Space Ranger) – requires a university degree
Athlete (either branch)
Business (either branch)
Civil Designer (Civic Planner) – requires a university degree
Criminal (either branch)
Critic (either branch)
Culinary (either branch)
Detective
Doctor – requires a university degree
Education (either branch) – requires a university degree
Engineer (either branch) – requires a university degree
Entertainer (either branch)
Freelancer (all branches)
Gardener (either branch)
Interior Decorator
Law (either branch) – requires a university degree
Military (Officer)
Military (Covert Operator) – males only
Painter (either branch)
Politics (either branch)
Salaryperson (either branch)
Scientist – requires a university degree
Secret Agent (either branch)
Tech Guru (Start-Up Entrepreneur)
Veterinarian – requires a university degree
Writing (either branch)
Permitted part-time work for any Sims:
Babysitter
Diver
Fast Food Employee
Fisherman
Lifeguard
Manual Laborer
Retail Employee
Financial:
Vietnam War veterans can receive a pension of §250 per week per veteran (money cheat).
Holidays:
Add a new holiday: Martin Luther King, Jr. Day (Winter Monday): No Decorations, Day Off, Traditions – Remembrance, Tell Stories, Art & Music Spirit
Miscellaneous:
Spas and Karaoke Bars are both now a “thing”, feel free to add them to your world.
Domesticated hedgehogs are a thing – you can own a hedgehog (but still not a bubalus).
All rules from 1960s still stand with the following changes:
War: Remember that the Vietnam war continued until 1973, so I’m not going to make you roll for the draft (unless you want to), but sims can still volunteer.
Skills: In 1970, choose a Teen, Young Adult, or Adult in each household (does not have to be your heir). They decide to take up an artistic passion. They must max this skill before they die. (So picking a younger sim may be in your favor). Roll a 6 sided die to decide their new hobby:
Roll a 1: Guitar
Roll a 2: Painting
Roll a 3: Piano
Roll a 4: Writing
Roll a 5: Violin
Roll a 6: Knitting, Singing, Pipe Organ, Cross-Stitch or Photography (depending on what packs you have)
Make sure their house or inventory has the item they need for their hobby, and edit their likes to add this skill as a favorite.
Relationships/WooHooing:
Sims are no longer required to get married to continue the lineage (though it is still heavily encouraged).
Children:
Surrogate motherhood has now become more mainstream. If you want to have your sims be “infertile” and have someone carry the baby for them, this is now allowed. If you do, however, (whether you do it through a mod, or by having the other sim do a science baby is up to you) you must then roll a ten sided die to find out if the surrogate decides to keep the baby (1 = the surrogate mother keeps it, 2-10 = the baby is your sim’s to raise.)
The Green Fiend and Recycle Disciple traits are now unlocked. (However, as buggy as the Recycle Disciple trait is, you may want to just keep it out of the challenge entirely.)
With the hippy vibe for this generation all children born during this decade must take one of the following traits: Active, Loves Outdoors, Art Lover, Music Lover, Green Fiend, Vegetarian, or Outgoing.
Home/Building:
Both the Eco Lot Trait and the Reduce and Recycle Traits are now allowed.
Solar panels are now used in homes.
Microwaves and dishwashers are allowed.
Plastic furniture is allowed.
You may now upgrade appliances like stoves, fridges, sinks, and showers.
DJ equipment is allowed.
NuDisco music is allowed.
Civic Public Access and Romance TV channels are allowed.
Education:
Juice pong is now available.
Career:
Permitted careers for Sims:
Actor
Astronaut (Space Ranger) – males only – requires a university degree
Athlete (either branch)
Business (Management)
Business (Investor) – males only
Civil Designer (Civic Planner) – requires a university degree
Criminal (Boss)
Critic (either branch)
Culinary (either branch)
Detective
Doctor – requires a university degree
Education (either branch) – requires a university degree
Engineer (either branch) – requires a university degree
Entertainer (either branch)
Freelancer (all branches)
Gardener (either branch)
Interior Decorator
Law (either branch) – requires a university degree
Military (Officer)
Military (Covert Operator) – males only
Painter (either branch)
Politics (Charity Organizer)
Politics (Politician) – males only
Salaryperson (either branch)
Scientist – requires a university degree
Secret Agent (either branch)
Veterinarian – requires a university degree
Writing (either branch)
Permitted part-time work for any Sims:
Babysitter
Diver
Fast Food Employee
Fisherman
Lifeguard
Manual Laborer
Retail Employee
Holidays:
Add a new holiday: Earth Day (Spring Wednesday): No Decorations, No Day Off, Traditions – Appreciate an Object, Festival Lighting, Gardening, Thankful Spirit, Water Fun
Miscellaneous:
You may now enable the Eco Lifestyle options (your discretion) in the Sims 4 Game Options.
Evergreen Harbor is now available for settling and visiting.
San Myshuno Festivals and city events are allowed.
Lottery tickets are allowed.
Aqua Zips are allowed.
You may now use Pride items from CAS and Build/Buy.
1960s – Civil Rights, Sexual Revolution, and Counterculture
All rules from 1950s still stand with the following changes:
War Part 1: Males: All males from the age of 18 to the age of 26 must register for the draft. (This includes Young Adults from YA + 0 days to YA + 56 days.) Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: All male Sims who meet the above criteria (or who become a Young Adult during this entire decade. The actual length of the war was longer than this (history says it was 19 years long): it started before 1960 (1955), and US involvement didn’t end until 1973. I averaged all this out and just had the whole decade of the 60’s be affected by this war.) must EACH roll to see if they go to war for two years (or until the war ends). Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Final note: there are soldiers who chose to sign up for another tour of duty after the first two years in Vietnam. I will not make you roll for this, just be aware it was a thing.
Vietnam War Rolls for Males
Sun. 1960 – Dec. 1969
The Draft: On Saturday of 1941, all eligible males who are 18-26 (YA and YA +56) must roll an eight-side die: (results at right) Male teens turning Young Adult during the war DO roll for the draft on their 18th birthday. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Tour of Duty: (For those drafted at the beginning of the war)
Sun. 1960: 8 AM – Sat. 1961: 8 am
Tour of Duty: (For those drafted at their 18th birthday)
Two years from the time they were drafted – or two full weeks of sim time. They also do NOT have to roll for the cult/counterculture roll described below.
For EACH Tour of Duty: (You CAN have your soldiers choose to go back for another Tour of Duty after thier first.)
1-2 = Your sim did not survive, kill them off with MCCC 3-4 = Your Sim was injured during the deployment, and must roll when they get home, and cannot sign up for another Tour of Duty. 5-10 = Your sim survived, and can sign up for another two-year Tour of Duty if they so desire.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
Vietnam War Rolls for Females
Sun. 1960 – Dec. 1969
Unmarried females (without the Erratic trait) from the ages of 18 – 26 (YA and YA + 56) must roll a 10 sided die on Sunday 1960 to find out how the war affects them. Female teens turning Young Adult during the war DO roll for the war on their 18th birthday if it is before the end of 1969. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 18 – 26 (YA and YA + 56) on Sunday 1960 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas, AND can keep their “Doctor” career when they return home. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Cults: Counter-culture surged starting in the 60s. If a male sim of your bloodline rolls to be single on their coming of age rolls, and manages to avoid the draft, they then roll to see if they start a “cult” (club), then to see which cult they are in. Also, if a female sim rolls avoids being a nurse AND rolls to be single during their coming-of-age rolls, they roll to see if they join a cult, and which cult they’re in, but cannot LEAD a cult.
Roll a six sided die: odds start (or join) a cult, evens are exempt.
Then roll the die again to see what cult they make. If that cult is already made, have them join the cult they rolled for.
Change your MCCC Club settings to monitor: enabled, open members: 3. (All other settings can remain at default. This will mean townies will fill up the clubs, and your played households will be bypassed. This does not mean you can’t have a sim choose to join a club – that’s up to you!)
At the end of the decade, you can leave the MCCC settings the same, or remove them, but make sure each of the six clubs is disbanded.
For each “cult” created (up to the six listed below), make a club with the requirement of the trait associated with the listed club. Add appropriate activities and a hangout. (Set each club as “open” invitation.) You can also use MCCC to add enough cult points to the leader to customize the club as you wish, and most importantly, open up the last slots for membership.
Roll a 1: ‘Friends of Fortune’ cult is a money making scheme. Change one of their traits to Kleptomaniac. Each week add $1000 to your leader’s household funds. At the end of the generation, your cult will realize their leader is a fraud and resign. There will be no proof, so your leader won’t go to jail!
Roll a 2: ‘Dragon Empire’ cult is a way for your Sim to have power over others. Change one of their traits to Evil. Each week you will add $1000 to your leader’s household funds and each week you will sacrifice a townie Sim. At the end of the generation the cult will turn on your sim and your leader will be sacrificed!
Roll a 3: ‘Brother Nature’ cult is a way to enjoy nature while connecting with others. Change one of their traits to Vegetarian or Loves Outdoors. This Sim will be moved out into a lot with the other cult members. Either continue to play them (rotational play) or you can just move them out and continue playing the main household. At the end of the generation, the Sim returns home.
Roll a 4: ‘Woohoo Womb’ cult is a way for the leader to woohoo many people. Free love! Add the ‘player trait’ to all of the Sims in the cult and allow them all to flirt/kiss/woohoo with each other. No money is gained, but maybe some babies will! The cult will end at the end of the generation due to disease scares. This club will, obviously, work better if four or less males join and the rest are females.
Roll a 5: ‘Grilled Cheezus’ cult is a way to worship all things grilled cheese. The Sim will eat only grilled cheese. Change one of their traits to foodie or glutton (whichever fits that particular sim best). Subtract $1000 per week from household funds for your Sims cheese addiction. At the end of the generation your sim will be sick of grilled cheese.
Roll a 6: “Anarchy Echo” cult is a way for your deranged sim to act out their terrible deeds. Change one of their traits to Erratic. Subtract 1000 per week from household funds for fines that your destructive sim collects. At the end of the generation the Sim will be killed.
Relationships/WooHooing:
Sims may now marry other ethnicities/races.
Sims may have same-sex relationships, but they cannot marry.
Sims no longer have to Try for a Baby every time! Birth control means they can simply WooHoo.
Teens can Mess Around before marriage.
The stigma of pregnancy out of marriage had changed significantly enough to allow these MCCC Pregnancy Settings changes:
Allow affairs percentage: 20
Limit by relationship: All
Auto-marry percentage: 50
Home/Building:
You may have fancier sofas, beds, chairs, tables, and stairs.
Tea and Coffee Brewers are allowed.
Yoga/meditation items and incense are allowed. (Spas, however, were not yet a thing)
Lava lamps became popular in the late 1960s.
Spooky music and Japanese Folk Music are now allowed.
Action and Comedy TV channels are allowed.
Space heaters, kotatsu tables, and in-home hot springs are allowed.
Education:
The Vietnam War was Late Fall 1955 to Early Spring 1975. Significant US involvement was Late Winter 1960 to Late Winter 1973. College students could be deferred from getting drafted as long as they didn’t drop out or graduate.
If your Sim is drafted and wants to attend university, they may do so after they have served active duty for a minimum 8 Sim Days.
Sims can now major in any subject at university.
Student loans are now available to students.
Career:
Permitted careers for Sims:
Actor
Astronaut (Space Ranger) – males only – requires a university degree
Athlete (either branch)
Business (Management)
Business (Investor) – males only
Civil Designer (Civic Planner) – requires a university degree
Conservationist (either branch)
Criminal (Boss)
Critic (either branch)
Culinary (either branch)
Detective – males only
Doctor – requires a university degree
Education (either branch) – requires a university degree
Engineer (Mechanical) – requires a university degree
All rules from 1940s still stand with the following changes:
War Part 1 (Males): All males from the age of 18 to the age of 35 must register for the draft as of Wed. (June) 1950. (This includes Young Adults and Adults from YA + 0 days to A + 35 days.) Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: All male Sims who meet the above criteria (or who become a Young Adult in the period between the start of the 1950s and Wednesday in 1953) must roll to see if they go to war for two years (or until the war ends). Teens who come of age must roll for draft if it is during the war. Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), if the male in question had already rolled for the Erratic trait, or if the male had already served in WW II.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Men who are on “active duty” (living in the military lots) are either moved back home, or invited home for their 48 hours of “Leave” after their first deployment. They then roll for their next deployment and head back to the military lot.
One final note: If your teen becomes a YA after 1952, and is drafted, they MUST take the military career (if you have StrangerVille, of course) AND KEEP IT for at least the next 8 years (8 weeks of sim-time) thanks to the Reserve Forces Act.
Korean War Rolls for Males
Wed 1950 – Wed 1953
The Draft: On Wednesday of 1917, all eligible males who are Young Adult must roll an eight-side die: (results at right) Teens turning Young Adult during the war must also roll for the draft on their 18th birthday. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait. Men who served in WWII are also safe.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Deployment #1:
Wed 1950: 8 am – Sat. 1951: 8 am
Deployment #2:
Mon. 1952: 8 am – Fri. 1953: 8 am
For EACH individual deployment, roll a ten sided die: (results at right)
1-2 = Your sim did not survive, kill them off with MCCC 3-4 = Your Sim was injured during the deployment, and must roll when they get home, but are free from the next deployments. 5-10 = Your sim survived, and spends 24 hours at home before being deployed again.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the entire war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
Korean War Rolls for Females
Wed 1950 – Wed 1953
Unmarried females (without the Erratic trait) from the ages of 14-47 (Teen + 17 and Elder) must roll a 10 sided die on Wed. 1950 to find out how the war affects them. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 14 and 47 (Teen + 17 and Elder) on Wednesday 1950 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas and can keep their “Doctor” career when they get home. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Relationships/WooHooing:
Sims may divorce for any reason.
Children:
Change the MCCC setting for risky Woohoo down to 3%, birth control was now readily available.
Also change settings to: Opposite Sex Adoption Percent: 15
Teens now “come of age” when they turn 16, not 14. This is when they do their rolls.
Adoption is allowed.
Health and Aging:
Remember that aging changes when the 1950s start, change your MCCC settings accordingly.
With the advances in medicine, Elder death rolls are now done by rolling a twenty sided die with the difficulty going up by 1 each time. (See chart under death rolls in the starting info for exact information.)
Home/Building:
Sims can live in apartments at any time.
Showers are now allowed!
Carpet, patterned, and brick flooring is allowed.
Private pools are allowed.
Televisions are allowed! Only the first three cheapest TVs are available (no flat screens – there is a vintage TV in debug mode that works quite well), and they can only be used from 6am to 9pm. Only the News and TV Classics channels are allowed.
All painting styles are allowed. Kids’ drawings can be hung anywhere.
The radio listening requirement is lifted.
Pop music is allowed.
The listening device (StrangerVille) is allowed.
Education:
Both elementary school and high school are mandatory.
The Korean War lasted Early Summer 1950 to Late Summer 1953. If your Sim wants to attend university, they may do so after they have served active duty for a minimum 1 deployment.
Career:
Permitted careers for Sims:
Actor
Athlete (either branch)
Business (either branch) – males only
Civil Designer (Civic Planner) – requires a university degree
Criminal (Boss)
Critic (either branch)
Culinary (either branch)
Detective – males only
Doctor – males only – requires a university degree
Education (either branch) – requires a university degree
Engineer (Mechanical) – requires a university degree
Entertainer (either branch)
Freelancer (Fashion Photographer, Writer)
Gardener (either branch)
Interior Decorator
Law (either branch) – requires a university degree
Military (Officer)
Military (Covert Operator) – males only
Painter (either branch)
Politics (Politician) – males only
Scientist – males only – requires a university degree
Secret Agent (either branch)
Veterinarian – requires a university degree
Writing (either branch)
Permitted part-time work for any Sims:
Babysitter
Diver
Fast Food Employee
Fisherman
Lifeguard
Manual Laborer
Retail Employee
Women should quit their job while they have Babies, Toddlers, or Children at home to take care of. They may work again when their children are all over the age of 16.
Financial:
World War II veterans can receive a pension of §250 per veteran (money cheat).
Holidays:
Change the name of Armistice Day to Veterans Day.
Miscellaneous:
Del Sol Valley is now available for settling and visiting.
Baby showers and slumber parties are allowed.
Cell phones can be used for chatting (pretend they are wall phones).
Sims can have unlimited hot meals.
You are allowed to hire a nanny.
Sims can paint any size painting.
Smoke alarms are allowed.
Playground equipment is allowed (but not ball pits).
Miniature goats are now allowed
Horses can now compete in Western Pleasure competitions (which means all competitions are now allowed).
In CAS, wearable hearing aids and C-Section scars are allowed.
I am a 47 year old American wife, mother, and gamer. I’ve lived in the Midwest most of my life, and enjoy it for the changing seasons. My favorite movie is Labyrinth, my favorite game is Sims 4, and I have tattoos related to both. My favorite colors are purple, red, and green. When I’m not playing games (which is rare) I also enjoy reading and crafting. I’m also an animal lover, and have had many types of pets over the years. Currently, I have a dog named Cassie who is a Jack Russel / Beagle mix and five young fancy rats (all of whom are rescues). I run this Sims 4 Blog where I post screenshots and stories about the different challenges I play. Also here are the Sims 4 challenges I've written, and a place for me to store all the Sims 4 knowledge I've gotten over the years. I am also a Sims 4/variety streamer on Twitch for my mental health, fun, and to meet new people. I am also in the EA Creator Network and an Ubisoft Partner, which is a dream come true! I look forward to meeting you!
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