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Hard Mode Decades Challenge – The 1930s

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

1930s – The Great Depression

All rules from 1920s still stand with the following changes:

  • Health and Aging:
    • Traits: Any Sim who comes of age (14 years old) during this decade must take one of the following traits when they become an Young Adult: Gloomy, Mean, or Noncommittal.
  • Home/Building:
    • The “Science Lair” Lot Trait opens up this generation.
  • Education:
    • High school no longer has a fee.
    • University: Kegs are now allowed.
  • Career:
    • Anyone who has a career at the start of the 1930s must lose their job. After 1 Sim week (one year) they may get a job again. 
    • Same careers available as the last gen, but see the next bullet point for more info.
    • Maximum career level is 6! If you get to level 6 in a career, you must quit and get a job in another industry!
    • Teens who do not go to school, Young Adults, and Adult Sims MUST scavenge, fish, or garden during the week of unemployment.
    • Sims may NOT join the Business career anymore.
    • The silent film era has ended. Your Sims may have the Acting career.
    • Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, manual laborer, or retail employee. Teens under the age of 14 and Elderly cannot have part-time work.
  • Financial:
    • To simulate the stock market crash, reduce your total household funds by 40% at the start of the decade (money cheat). (Multiply your household funds by 0.4 and then subtract that amount from your current funds.)
    • Bills are only allowed to be paid once the electricity is cut off.
      • Added Difficulty: Wait until the water has also been cut off to pay the bills.
    • World War I veterans receive a pension of §100 per veteran per sim week (money cheat).
  • Holidays:
    • Add “Mischief Spirit” to the Halloween traditions.
  • Miscellaneous:
    • Prohibition ends, and you can drink alcohol again. (Also, remember to remodel your Speakeasies back to Bars, Nightclubs, or Lounges.)
    • Sims may only have one hot-cooked meal per day. Otherwise they must eat food found from scavenging, fishing, and gardening. No cheating with quick meals from the fridge!
    • Sims cannot create medium or large paintings, only small paintings.
    • Sims may now purchase a camera and tripod.
    • Small pets began to gain popularity, you can own a pet hamster or rat (but not a hedgehog or bubalus).
    • Sims may shop at a Thrift Store.
    • No events during this decade! Weddings must be done by eloping.

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

1920s – Roaring Twenties and Prohibition

All rules from 1910s still stand with the following changes:

  • Children:
    • Heir: Women are now allowed to be heirs (they are also no longer required to move out when they marry).
    • Teens can now be followed to High School.
    • The following After-school Activities are now open for all children and teens: Scouts, Drama Club, Football, Cheerleading, and Chess Club.
    • Prom is allowed.
  • Home/Building:
    • Radios are allowed, but only Talk Radio.
    • Surrealism paintings are allowed.
    • Wind turbines are allowed.
    • No bars of any kind are allowed! (This means both at home and in the game world. Bars, Nightclubs, or Lounges in your save must be turned into “Speakeasies” with the bars in hidden or inaccessible rooms.)
    • Movies are allowed (but not TV shows). I recommend that you use this sparingly as movie theaters would have existed in this decade, but televisions would not be in the home for many more years. However, this does mean you can create a Movie Theater commercial lot (actual lot designation is up to you.)
    • Upright vacuum cleaners are available. (Bust the dust can now be enabled)
    • Photo booths are available.
  • Career:
    • Male Sims are permitted the following careers: Business (Management), Criminal (Boss), Critic (either branch), Culinary (either branch), Doctor, Education (either branch), Engineer (Mechanical), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Law (either branch), Military (Officer), Painter (either branch), Politics (Politician), Writing (either branch). Sims may NOT join the Scientist career anymore.
    • Female Sims are allowed to work if they are widowed, divorced, single, or if their husband does not bring in enough money. They are permitted the following careers: Criminal (Boss), Culinary (Chef), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Painter (either branch), Writing (either branch).
    • The careers that require university degrees are as follows (for all sims): Culinary (Chef), Doctor, Education (either branch), Engineer (Mechanical), and Law (either branch).
    • Young Adults are encouraged to work in the Criminal (Boss) career.
    • Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, manual laborer, or retail employee. Teens under the age of 14 and Elderly cannot have part-time work.
  • Holidays:
    • Add a new holiday: Armistice Day (Fall Monday): No Decorations, Day Off, Traditions – Remembrance, Tell Stories, Thankful Spirit
  • Miscellaneous:
    • No alcohol of any kind is allowed! You cannot drink beer, nectar, etc. except at a Speakeasy.
    • Events other than weddings and family reunions are allowed (except baby showers, play dates, and slumber parties).
    • Women can now vote on Neighborhood Policies.
    • Rock climbing is now allowed.
    • Manicures, pedicures, and face masks are allowed.
    • Women shaving their legs is now appropriate.

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

1910s – World War I and Women’s Suffrage

All rules from 1900s still stand with the following changes:

  • War Part 1: All male Sims who are a Teen, Young Adult, or Adult at the start of this decade, and all males Sims who become a Teen during this decade, must roll to see if they’re drafted for World War I. 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: On Wednesday in 1917, all males who are of age to adult) must individually roll for the draft. Any teen who comes of age before the end of 1918 must also roll as soon as they are old enough. Remember, “of age” in this era is 14 years old (Teen + 17 days). 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.)
      • Men who are on “active duty” (living in the military lots) are either moved back home, or invited home for their 24 hours of “Leave” after each deployment. They then roll for their next deployment and head back to the military lot.
World War I Rolls for MalesWed 1917 – April 1919
The Draft:
On Wednesday of 1917, all eligible males aged 14 (teen + 17) – 47 (Elder) must roll an eight-side die:
(results at right)
Teens coming of age during the war must also roll for the draft on their 14th 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.
Deployment #1: Wed. 1917: 8 am – Sun. 1918: 8 am
Deployment #2:Mon. 1918: 8 am – Thurs. 1918: 8 am
Deployment #3:Fri. 1918: 8 am – Tues. 1919: 8 am
For EACH individual deployment, roll a ten sided die:
(results at right)
1 = Your sim did not survive, kill them off with MCCC
2 = Your Sim was injured during the deployment, and must roll when they get home, but are free from the next deployments.
3-10 = 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)
1 = Gloomy
2 = Hot-Headed
3 = Clumsy
4 = Erratic
5 = Lazy
6 = Mean
7 = Paranoid
8 = Noncommittal
  • War Part 2:
    • Unmarried Females: All unmarried, eligible females (without the Erratic trait – this includes divorced and widowed) 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.
World War I Rolls for FemalesWed 1917 – April 1919
Unmarried females (without the Erratic trait) from the ages of 14-47 (Teen + 17 and Elder) must roll a 10 sided die on Wed 1917 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 Wed. 1917 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 (but lose their job 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
  • Children:
    • Babies can now be fed with the bottle, and you do not need to hire a wet nurse if the mother dies. Males can now take care of babies and toddlers in the absence of a capable female caretaker.
    • Heir: If ALL the male Sims in your family die in the war (whether they are in the active household or have moved out), then (and only then) your oldest daughter’s husband can become the heir.
      • If he dies in the war, then move to the next oldest daughter’s husband. You must look at all the daughters who have moved out – the oldest daughter with a surviving husband must move with her entire family back into the active household and the husband will become the heir.
      • If you do not have a single male Sim left in all of your entire family, then you must have the oldest daughter remarry, and her new husband will become the heir (though he’s still got to go to war too). Keep going along this line of logic until you achieve a surviving male heir.
  • Health and Aging:
    • Rolling for death from sickness is now only required for elder sims. (See 1890 for directions)
  • Home/Building:
    • Drywall/Painted Walls are allowed.
    • Murphy beds are allowed.
    • Portable generators are allowed.
  • Education:
    • World War I lasted Early Summer 1914 to Late Fall 1918, but the USA did not enter the war until Early Spring 1917. If your Sim wants to attend university, they may do so after they have served active duty for a minimum of 1 deployment.
  • Career:
    • Young Adult/Adult/Elder male Sims are permitted the following careers after their term of service is up (and before the war years): Business (Management), Criminal (Boss), Critic (either branch), Culinary (Chef), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Military (Officer), Painter (either branch), Politics (Politician), Writing (either branch).
    • Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
    • Women are encouraged to participate in Political activism and protests (but cannot work in Politics). 
    • Married female sims are still not allowed to work.
    • Widowed or divorced female sims are permitted to make money through freelancing (writing), gardening, painting, or woodworking. The only careers they may join are Education (either branch) or Entertainer (Musician).
    • Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
    • Odd Jobs: Permitted as long as the job is appropriate to era starting in 1915.
    • Children and Teens are now allowed to join the Scouting career.
  • Miscellaneous:
    • Soccer is beginning to gain popularity in the USA and is now allowed.
    • After 1915: Phones can now be used for chatting (pretend they are wall phones). No texting still.
    • Get Famous can now be enabled in Game Options. This means that the Celebrity-based Lot Traits are also available. (It does not, however, unlock Del Sol Valley.)

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

1900s – Edwardian Era

All rules from 1890s still stand with the following changes:

  • Home/Building:
    • Remove the Off-the-Grid lot trait.
    • Electricity is allowed, but only in the form of lighting. 
    • Indoor plumbing is allowed. However, still only bathtubs, no showers.
    • Upholstery is allowed.
    • Wallpaper is allowed.
    • You may use the GrammyFone Old-Fashioned Music Player (in the stereos section of Electronics) for music. Allowed music styles are Lullabies, Classical, and Baroque.
  • Career:
    • Male Sims are permitted the following careers: Business (Management), Criminal (Boss), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Military (Officer), Politics (Politician), Writing (either branch).
    • Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
    • Married female Sims are not permitted to work.
    • Widowed or divorced female sims are permitted to make money through freelancing (writing), gardening, painting, or woodworking. The only careers they may join are Education (either branch) or Entertainer (Musician).
    • Part-time work: Men can be a fisherman or a manual laborer. Women can be a babysitter or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
  • Miscellaneous:
    • Your Sims can now go on vacation.
    • Show Jumping competitions are now okay for horse enthusiasts.

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

1890s – The Eve of the 20th Century

  • Relationships/WooHooing
    • Sims may only have a relationship with and marry the opposite gender.
    • Sims may only marry within their own ethnicity/race.
    • Sims must only “Try for Baby” and risky “Woohoo.”
    • Teenage sims cannot “Mess Around”, “Try for Baby” or risky “Woohoo” until after marriage.
    • Sims cannot get a divorce unless one of them commits adultery (in this case, flirting with another sim in front of the spouse).
    • Female children move out only once they are married (and their dowry is ready)
    • Males can move out by themselves on their “move out date” (rolled by the earlier chart) if they roll to be unmarried (and their inheritance is ready).
  • Children:
    • No using foods to influence the gender of the babies.
    • When your female sim gives birth, roll two six sided dice for each baby. If you roll doubles, the baby did not survive the birth – this is about a 16.7% chance. Then, roll the two dice again. If you roll two ones, the mother dies in childbirth. (irregardless of whether the child(ren) lived or died) This is about a 2.7% chance.
    • Births must occur at home. 
    • Babies can only be fed through breastfeeding and not by bottle (unless the mother died – in which case, you need to hire a “wet nurse”.) Create a female sim (or move in a female townie and subtract 100 simoleons per day to pay her “wages”. She may be moved out once the babies are children.) On a related note: there must be a female that is at least a teen in the home to care for children until they are at least child age. See above for creating/moving in a caretaker if the mother dies. 
    • Heir: Only male heirs are allowed. If there are no sons, then the eldest daughter’s husband may become heir.
    • Adoption is only allowed in the case of “neglected children” or orphans, and an adopted child can never be heir.
  • Health and Aging:
    • If you notice that your sim has become sick, roll a twenty sided die. Rolling a 1 means they didn’t survive the illness. Use MCCC to kill them off using the “exhaustion” death.
    • Only home remedies, no ordering medicine.
    • Once your sim reaches the Elder life stage, on each birthday, roll a six sided die. See “death rolls” for the difficulty chart.
  • Home and Building:
    • Use the Off-the-Grid lot trait for this first decade. This WILL mean filling your fridge with ice to keep food cold, and very limited stove usage. – including no birthday cakes.
    • No electricity. Use candles or lanterns to light up the house.
    • Outhouses required – no toilets in the home.
    • Sims can only take baths, no showers.
    • Only one kitchen sink (no bathroom sinks). 
    • (Both the sink and the tub would have been filled with water from an outside well or pump.) 
    • Only wooden furniture is allowed in the house.
    • Wooden floors and walls. No drywall or wallpaper. Rugs are allowed.
    • Buy the cheapest/oldest stoves, fridges, counters, etc. No other kitchen appliances are allowed besides a stove, a grill, and a fridge.
    • Paintings styles allowed are Landscape, Classic, Impressionism, and Realism. Kids’ drawings can only be hung in the kids’ rooms.
    • Not allowed: coffee and tea brewers, DJ equipment, earbuds, kids tablets, thermostats, and anything else that obviously wasn’t around in 1890!
    • No holiday decorations (with the exception of indoor decorations around winter holidays).
    • A small, personal greenhouse for your home is allowed, but large commercial farm greenhouses are not.
  • Education:
    • Elementary school is mandatory, but high school is optional.
    • High school has a fee. It costs §1,000 for every Teen going to school (money cheat). If you haven’t paid for that teen to go to school, then they must stay at home.
    • University: Men and women may attend university as a young adult or adult (before or after they move out and get married).
      • All majors are allowed except Culinary Arts, Computer Science, and Psychology. 
      • Student loans are not allowed, but scholarships are.
      • No kegs, no juice pong, no robotics.
  • Careers and Money:
    • Men can only have the Criminal (Boss), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Military (Officer), Politics (Politician), Writing (either branch) career. Men can also choose to stay home and make money through woodworking, painting, or gardening. 
    • Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
    • You can open a retail store or a restaurant only if you have enough money.
    • Women take care of the children, tidy the house, and cook. They can also help tidy the garden (but not do full-scale “farming” – i.e. large gardens), and go jogging or knit for fun.
    • If a woman becomes widowed, then (and only then) she may earn money through freelancing (writing), gardening, painting, or woodworking. If she becomes divorced, then she can also join the Entertainer (Musician) career.
    • Part-time work: Men can be a fisherman or a manual laborer. Women can be a babysitter or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
  • Miscellaneous:
    • Your sims cannot go to festivals or city events with the exception of Cottage Living events.
    • Your sims may not throw any events besides weddings.
    • If your family can afford it, then you may hire a butler or maid. However, you cannot hire a Nanny.
    • No fitness or wellness equipment allowed. Sims may work on these skills without equipment. No soccer – it was not popular in the USA at this time.
    • Vacations are not allowed, but camping is.
    • Archeology became more prevalent in the mid 20th century, but did exist in the 1800s, so you can travel to Selvadorada from the beginning (but keep in mind this would be incredibly rare, and definitely not a family vacation opportunity).
    • Veterinarians for house pets were not common – you may have a pet dog or cat, but you cannot take them to the vet if they are sick, and you cannot spay/neuter them. Small pets were not yet kept in the 1890s. Also, no pet clothing is allowed.
    • All laundry must be done with a wash basin and a clothesline.
    • Playground equipment, play dates, and ball pits were not yet invented, and are therefore not allowed.
    • Volunteering is allowed for the women and children.
    • Skiing is allowed, snowboarding and rock climbing are not.
    • Sims may enjoy naturally occurring hot springs, but no making in-home hot springs or tubs.
    • Horses are unlocked from the beginning, as well as Endurance competitions.
    • Miniature Sheep are unlocked from the beginning, but mini goats are not (see main rules for why).
    • Nectar-making is unlocked from the beginning.

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

Modified by IllusoryThrall
Updated through the 2020s and Horse Ranch
Last Update:
8/12/23
Share your creations on The Gallery with the hashtag #DecadesChallenge

Warning: This is a challenge meant for mature audiences! I am not putting an age limit on it, but this challenge may not be for you if any of the following are true:

  • You don’t like your sims dying.
  • You don’t want to confront historical realities like racism, gender stereotypes, war, and other tough social issues.
  • You don’t use mods at all. (CC is optional, MCCC as a mod is not)
  • You’re not looking for a complex, rules-heavy, long challenge.

So.. that being said, I would imagine you have already heard of the Decades Challenge before. It’s been around for quite a while, and is basically taking one family from the 1890s to present day while trying to experience history as it was then. It’s terribly hard to get game play or even the rules to be completely accurate, but myself – and all the other people who have worked on this challenge – have tried very hard to make it as accurate as possible. This version is an adaptation on the base rules by CuteCoffeGal (who has done an AMAZING job, by the way), adding in a whole lot of random rolls and challenges or problems for each decade. I used a couple other Decades-like challenges, and some of my own ideas. Also of note: this is the history from a Caucasian American perspective. If you’re looking for another perspective, read on and check out some of the other links I have included in this first page.

(more…)

Main Page | Gen 1 – 10 | Gens 11 – 20 (WIP)
Gen 16 – 20 | Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32


Generation Twenty-Six: Steel

Your military family and their push to get you to achieve became a way of life for you. You felt a pull to go a different direction with your life, however, and you want to work with your hands and make a real difference in the world. School was never an issue for you, and learning new things was a breeze. As you set out on your own, you adopt a more bohemian lifestyle, and spend as much time as possible making a difference in your hometown.

Traits: Maker, Green Fiend, Genius

Aspiration: Master Maker (Teen-YA), Eco Innovator (adult-elder)

Career: Freelance Maker (Teen-YA), Civil Designer (adult-elder)

Goals:

  • Move to Evergreen Harbor and get your neighborhood to a “Green” state.
  • Get four active Neighborhood Action Plans (preferably ones that help the neighborhood go “green”.) If needed, turn back on the NPC voting and footprint effects in game settings. You are welcome to turn it back on after this generation if you want.
  • Try to unlock all fabrication recipes (including ones from whichever branch of Civil Designer you chose)
  • Master Fabrication and Juice Fizzing skills
  • Try to get to the top of the Freelance Maker career (you’ll know you’re there when you get the award) and finish the Master Maker Aspiration before you quit to join the Civil Designer career and your second aspiration.
  • It might be a good idea to attend University again this generation (you could do the Freelance career to make money while attending classes), but I will leave that choice up to you.
  • The heir must get a fisherman job and get to level 3 in it before getting their official career as a YA. (Cannot take this job while in high school, so either graduate early, or spend some time in this career before getting the main career)
  • Get the Health Food Nut Lifestyle

Generation Twenty-Seven: Lime

You decide to break the family pattern, and you actually just want to really reconnect to nature. Your parents support your decision, but would prefer you stay at home. After some thought, you decide to set out on your own instead. You find a plot of land far away from the city and you move there with the money you have saved from your teenage fisherman job, but nothing else. With just a plot of land and the clothes in your suitcase to your name, you immediately get to work. You’ve goals to work on, and a house to build, although you are definitely conscious of your carbon footprint, so it’ll be a small house.

Traits: Loves Outdoors, Loner, Freegan

Aspiration: Angling Ace, Freelance Botanist, Outdoor Enthusiast

Career: Part Time Fisherperson (teen-YA), Gardener (either branch YA-elder)

Goals:

  • Start your sim with just enough money to buy the land. 
  • Use the “off the grid” Lot Trait for this generation (Cannot own a TV, computer, or other electronics)
  • Build a Tiny Home 
  • Get to level 3 (as mentioned in previous gen) in Fisherperson career BEFORE switching to the Gardener Career.
  • Master the Gardening, Fishing, Flower Arranging, and Herbalism skills.
  • Master all three aspirations (if you need to, using a youth potion is allowed)
  • Do not have a child until a minimum of ten days from turning into an elder.
  • Collect all of the Magic Beans from the rare plant seed packets, and turn into a plantsim at some point during the generation
  • Complete the Fish, Gardening (as much as possible), Insects and Frog collections.
  • Get the Technophobe Lifestyle

Generation Twenty-Eight: Gold

Your goal in life is the absolute opposite of your backwards parent. Living in a tiny house, eating vegetables, and always paying attention to your surrounding world and environment is not for you. Living paycheck to paycheck and off the proceeds of your farm is even more not your thing. You want money. Lots of it. And a home that shows exactly how much money you have made. To this end, you join the Acting career, and dedicate your life to the job and the celebrity. You move to Del Sol Valley, and are soon turning heads everywhere. You choose to adopt for the boost to your reputation rather than for the child, but you are sure they will be well cared for – you are, after all, paying for just that.

Traits: Self-Assured (this used to be Self-Absorbed, but you cannot take that as a child – if you want to switch to this later in life, feel free), Materialistic, Hates Children

Aspiration: Fabulously Wealthy, Mansion Baron, Master Actor or Actress

Career: Acting

Goals:

  • Finish all three aspirations. If you need more time, youth potions are okay.
  • Master the Charisma and Acting skills.
  • Attend the award ceremonies whenever they happen.
  • Become a level five celebrity.
  • Build a mansion in Del Sol Valley (up on the celebrity hill) and zone it with the Celebrity home lot trait (when you get your celebrity up high enough to warrant it, that is.)
  • Make sure there’s room in your home for hiring a live-in butler.
  • Make sure you’re seen in the hottest spots in town every weekend, and sometimes during the week, too. 
  • Eat Healthy and work out to keep your body in good shape – but not so healthy that you end up eating like your parents did.
  • After you hit adulthood, adopt a child, and make sure it is well cared for with nannies and butlers. 

Generation Twenty-Nine: Wood

You were regarded as a status object while growing up, and it was obvious your parent had no time for you or care for your thoughts and feelings. However, you found friends in the house’s staff, and grew up loved and cared for – if not by your actual adoptive parent, at least you had the love of someone who counted. The huge, expensive house you grew up in always felt cold and unwelcoming, so you spent most of your time in the staff’s area of the house, which was just the opposite – mostly because of the company. As you grew up, you knew you wanted to change the world one house at a time. Making your client’s homes exactly what your childhood mansion could never be was your ultimate goal. Once you hit adulthood, you dedicate yourself to raising a family with your spouse, and you encourage your child(ren) to be the very best at whatever they set their mind to.

Traits: Good, Creative, Outgoing

Aspiration: Successful Lineage

Career: Interior Decorator

Goals: 

  • Complete the Successful Lineage aspiration. Much like in generation Twenty-One, finishing this aspiration after the next generation takes over is perfectly fine, and still counts.
  • Master the Interior Decorator Career
  • Do your absolute best to try to make each client’s home their dream home, paying careful attention to their likes and dislikes.
  • Build yourself a warm and cozy home, perfect for raising a family. Concentrate on having areas to socialize and spend time with each other.
  • Once you hit adulthood (and not before), find a spouse of your choosing and raise a family. You must have at least one child (either naturally or by adoption), and be at the Good Friends or higher relationship status with each of your kids.

Generation Thirty: Hunter Green

Your parents always wanted the best for you. For you, that meant doing something your illustrious family had never tried: creating a wholesome family farm to hopefully pass on to your children. You couldn’t think of anything better than giving your children something tangible, something that they could do to give back to the ailing planet earth.

Traits: Animal Enthusiast, Loves Outdoors, Lactose Intolerant

Aspiration: Country Caretaker

Career: Self-Employed Farmer

Goals: 

  • Move to a large plot of land in Henford-on-Bagley (not in Finchwick, in other words – it needs to be at LEAST 30 by 40).
  • Complete the Country Caretaker Aspiration.
  • Max the Gardening, Cooking, and the Fishing skills.
  • Build up a full farm. This needs to include plenty of crops, an orchard, at least two cows, at least two Llamas, and at least two full coops of chickens.
  • Have both a bird tree and a rabbit hole on your property (after making friends with these animals in the wild), and have them help you with your gardening.
  • Build a pond on your land, and stock it with fish that you caught.
  • Win Each of the 8 Fair ribbons (even if it means bribing the judge!)
  • Have grown at least one Perfect Oversized Lettuce, Mushroom, Aubergine, Pumpkin, and Watermelon, and turn them into a decor item to preserve them!
  • Find and romance your perfect partner, and have at least 3 children (adoption is perfectly okay!). Keep your relationship high with all of your children, and involve them in the daily work of the farm: gardening, cooking, and caring for the animals.

Main Page | Gen 1 – 10 | Gens 11 – 20 (WIP)
Gen 16 – 20 | Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32

Main Page | Gen 1 – 10 | Gens 11 – 20 (WIP)
Gen 16 – 20 | Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32


Generation Twenty-One: Sky (Baby Blue)

Your parents were never home, and always seemed to have secrets. You bond with your nanny instead of them, and they teach you the value of hard work, love, and caring for your family. When you grow up, the last thing you want to do is walk around with your head in the clouds like your parents, and you vow to be a practical, productive member of society. You move far away from your parents, and end up living in the mountains near a ski resort. You are recruited by a local corporation, and quickly find a place you can really excel. You meet a local, and swear that love at first sight exists. When you’re not at work, you spend the rest of your time building a lasting, loving relationship with both your spouse and your children.

Traits: Romantic, Proper, Family-Oriented

Aspiration: Soulmate, Big Happy Family

Career: Salaryperson (either branch)

Goals:

  • Leave your home and family behind and move to the modern district of Mt. Komorebi
  • Master the Salaryperson career
  • Meet your spouse in a Mt. Komorebi district and designate one night a week as “date night” with them. Continue this tradition until either spouse dies.
  • Complete the soulmate aspiration, and get as far as you can in the Big Happy Family aspiration (it still counts if you finish this aspirations after the next generation has already taken over)
  • Have at least three children, and maintain a close bond with each of them.
  • Get the “Hungry for Love” Lifestyle

Generation Twenty-Two: Parchment (Cream)

You grew up in a loving and supportive home and were always pushed to be the best at whatever you tried. Your parent’s work ethic was inspiring, and you were determined to really make something of yourself. University seemed like the next logical step, and you studied for all you were worth. After graduating, you threw yourself into your new career, and were quick to make yourself a success. The only thing left was success in your personal life. You approach this with the same logic, finding your spouse working at a local library because you’ll have something in common – a love of books. Before long, you’re starting a family and working your way up the career ladder successfully. You stay close to your family, though, and you talk to at least one of them practically on a daily basis.

Traits: Genius, Bookworm, Ambitious

Aspiration: Academic

Career: Law and/or Education

Goals:

  • Live on campus during your terms at University.
  • If you attend Britechester, join the Debate Guild; If you attend Foxbury, join the Brainiacs.
  • After graduation, join your chosen career and move into your own home.
  • Marry a Librarian (or someone met at the library).
  • Have at least two children. Adoption is okay.
  • Maintain a “good friend” or better relationship with all of your siblings and your parents (if they’re still around)

Generation Twenty-Three: Magenta

Being the next generation to attend college was always expected of you. You tried to tell your parents that this simply wasn’t for you, but they wouldn’t hear of it. So, you went to college. You refused to live on campus, however, and you found an old house to rent. It didn’t occur to you to check the history of the house… until it was already too late. Unknowingly, you were drawn into the world of spirits – because this house was haunted. The entity that inhabited it wanted desperately to communicate… and you were the first target that was receptive to it’s pleas. As you got more and more interested in the arcane and trying to help this spirit, your studies suffered. Eventually, you quit college and launch a career as a paranormal investigator – to your parent’s chagrin. Despite their heavy disapproval, you forge ahead, becoming a success despite your parent’s misgivings. Eventually, you find a wife and start a family, but your heart remains in the spirit world, and your family life continues to suffer.

Traits: Your Choice!

Aspiration: Your Choice!

Career: Paranormal Investigator

Goals:

  • Go to college, and live off campus in a haunted house. (Which town is entirely up to you)
  • Meet Guidry and follow his instructions to become a paranormal investigator. (do NOT purchase the license from the reward store)
  • Once you become an Investigator, quit college and become disliked by your parents (or at the very least, estranged.)
  • Max the Medium skill and become a success at your career.
  • Save up enough points to buy the “Brave” trait from the store. (Feel free to use other aspirations to get there.)
  • Get married, and have at least one child to carry on the legacy.

Generation Twenty-Four: Snow (White)

Your parent was lost in arcane knowledge and talking to entities. Seances and candles were everywhere as you grew up. You shied away from all that, however, and found other hobbies. You love tinkering and building new things. However, your real love lies in the mountains. Your dream is to get to the summit, but hitting the snowy slopes is also in your idea of the perfect day. You move as close to the real action as you can get, and spend all your free time either in your workshop working on a robot to do all of your household chores, or out in the cold with your friends. Friendship turns to love in the mountains, and one of your Snow Bro group becomes your spouse. 

Traits: Adventurous, Bro, Loves Outdoors

Aspiration: Mt. Komorebi Sightseer, Extreme Sports Enthusiast

Career: Engineer (Mechanical branch)

Goals:

  • Attend The distinguished degree program at Foxbury University. 
  • Join the Bot Savants Club and get to rank 3
  • After graduation, join the Mechanical Engineer career. Work from home as much as possible so you can spend most of your days on the mountains or in your workshop.
  • As soon as you feel you can afford it, live in the mountain region of Mt. Komorebi to be close to where all the action is.
  • Create a Rock Climbing and Skiing or Snowboarding Club, and have one of your fellow club members become your spouse. As soon as your climbing skill is high enough, organize a Mountain Climb event each weekend.
  • Get to the summit of Mt. Komorebi at least once, and celebrate by building something on the lot at the top of the mountain. 
  • Master the Robotics and Handiness skills.
  • Collect all 5 Forest Spirit dolls (not an actual collection)
  • Build and activate a servo – this servo can be passed down from generation to generation if you want, or stay with this generation’s family when your heir moves out.
  • Have or adopt at least two children.
  • Get the Adrenaline Junkie and Outdoorsy Lifestyles

Generation Twenty-Five: Olive

The boisterous, adventure-filled life your parents led always seemed purposeless to you. You dream of being a hero, and you join the military straight out of high school. When you hear about a mysterious crisis in the local town of StrangerVille, you immediately take action and move there to see what you can do. (-No Spoilers-) After saving the world, you celebrate by marrying a fellow military member, and starting a large family. You raise your children according to your core values – disciplined, polite, and overachieving. 

Traits: Active, Self-Assured, Proper

Aspiration: StrangerVille Mystery

Career: Military (either branch)

Goals:

  • Move to StrangerVille right after your YA birthday and join the military career.
  • Complete the StrangerVille Mystery aspiration/storyline before picking out a military spouse.
  • Have a big family, at least four children. Again, adoption is okay.
  • Have all children get an “A” in school and high school, and get the Responsible and Good Manners traits from Parenthood.
  • The heir starts working on their aspiration as a teen, getting as much done with it as possible before becoming a YA.
  • Get the Workaholic Lifestyle

Main Page | Gen 1 – 10 | Gens 11 – 20 (WIP)
Gen 16 – 20 | Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32

Main Page | Gen 1 – 10 | Gens 11 – 20 (WIP)
Gen 16 – 20 | Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32


Generation Sixteen: Sand

Your parent was always there for you, and you love them for it, but by the time you grow up, you are more than ready to leave the smog of the city behind forever. You pack your bags and move to the seaside in Sulani, determined that you will make a difference in the world by cleaning up the islands. You get a job in the Conservationist career, and spend your free time cleaning up the island.

Traits: Child of the Islands, Child of the Ocean, Green Fiend (or Loves Outdoors without Eco Lifestyle)

Aspiration: Beach Life

Career: Conservationist

Goals:

  • Master the Conservationist Career
  • Starting from the Stage 1 Sulani (if you’ve lived here before in this save, use the  “narrative.start_narrative narrative_IslandConservation_Stage_Starting” cheat to set the island to the right state), get the island all cleaned up and thriving (Stage 3)
  • Finish the Beach Life aspiration
  • Complete the Seashells and Buried Treasures collections.
  • Collect all 10 Underwater Photos (not an actual collection)
  • If you want, you can have your sim become a mermaid by either purchasing the Mermadic Kelp from the Reward Store, or finding it in the world, but if you do, make sure to get rid of the mermaid occult on your heir.
  • Marry an Island Elemental (also optional)
  • No restrictions on having children this generation, just make sure you have at least one to be your heir. (Adoption okay)
  • Get the Outdoorsy Lifestyle

Generation Seventeen: Prismatic

Growing up wild and free on the Islands of Sulani you learned to love the wild colors of the islands and it’s natives, and you become obsessed with using that rainbow of colors to make outfits. Your dream is to become a famous fashion designer, and to see people wearing your clothes on the street. You diligently apply yourself to learning everything about fashion, design, as well as painting your concepts, writing about them for magazines, capturing images of them, and talking them up to other sims. To keep up this high energy lifestyle, you become addicted to coffee, and caffeine fuels many an inspired night. This leaves little time for romance, and you end up adopting to fulfill your parents’ dreams of continuing the family’s legacy.

Traits: Creative, Outgoing, Loves Art

Aspiration: World Famous Celebrity

Career: Stylist (either branch)

Goals:

  • Master the Photography, Painting, Charisma and Writing skills
  • Get the “Single and Lovin’ It”, “People Person”, and “Coffee Fanatic” Lifestyles
  • Adopt at least one child
  • Never marry
  • Get the People Person Lifestyle

Generation Eighteen: Aquamarine

You take after your parent in your focus on social things, however you are not as focused on fame. At least, not the same kind of fame. You measure fame in followers on your social media accounts. Each of your viral videos are your proudest moments in life. 

Traits: Insider, Outgoing, Cheerful 

Aspiration: Leader of the Pack, Party Animal

Career: Social Media (Internet Personality)

Goals:

  • Master the Social Media career – Internet Personality branch
  • Master the Media Production and Video Gaming skills
  • Finish both the Leader of the Pack and the Party Animal aspirations
  • Create a Club made up of your closest friends, and party with them at least twice a week. (Have at least five friends at “Good Friend” or higher.)
  • Marry and have at least two children.

Generation Nineteen: Cinnamon Spice

You grew up in the shadow of your famous family, and always knew that just wasn’t for you. Your tendency towards being clumsy makes you feel awkward in any social situations. You hide in your room or the local library instead – especially during your parent’s party nights – and you find fantasy worlds in your books. When you hear a rumor that the fantasy can be real, you jump at the opportunity. Becoming a Spellcaster gives you confidence you never thought you could have, and you find yourself winning duels and casting spells all over the Magical World. 

Traits: Bookworm, Loner, Clumsy

Aspiration: Purveyor of Potions and Spellcraft & Sorcery

Career: None, or your choice. Suggestion: choose a type of Freelancing

Goals:

  • Move to Glimmerbrook as a YA
  • Become a Virtuoso Spellcaster (in any school of magic, or in all of them)
  • Learn all spells in your chosen school or magic (or all of them, if you want)
  • Learn all potion recipes
  • Complete the Magical Artifacts Collection
  • Meet your spouse by beating them in a duel
  • Have or adopt at least one child
  • Get the “Close Knit” Lifestyle

Generation Twenty: Indigo

You were brought up into the knowledge that magic is real, but spells and potions never really interested you. You spent your youth sneaking around and watching Star Wars on TV. Eventually, you figured that if magic were a real thing, why couldn’t your favorite show be real, too? Maybe it was your magic talent that willed the world into existence, maybe it was already there, but one day after you left your magic and your magical family behind, you find yourself in a world you only dreamed of before. You are eager to explore, and want to learn everything there is to know about this new world. Fearing repercussions, you never tell your family or friends about what you’ve found, and simply explain your frequent disappearances from the real world as “extended vacations”. Everything you bring back from your travels is locked behind a basement door, and, although you found your spouse in Batuu, you forbid them from ever telling your child about that world, selfishly (or sheepishly) wanting to keep it to yourself. 

Traits: Geek, Active, Kleptomaniac

Aspiration: Galactic Privateer, Hope VS Order, Paragon of Hope, Enforcer of Order

Career: None, or your choice. Suggestion: choose a type of Freelancing

Goals:

  • Leave your spellcaster roots behind, and become human again.
  • Move to a different world other than Glimmerbrook (or Forgotten Hollow)
  • Make your own lightsaber
  • Build a droid
  • Complete the Lightsaber Parts and Batuu Records Collections.
  • Finish all four Star Wars aspirations
  • Build a basement in your house, with a secret locked room to hold all the things you bring back from your travels to Batuu.
  • Romance someone you met in Batuu
  • Have only one child, and let them be raised mostly by nannies
  • Get the “Frequent Traveler” Lifestyle

Main Page | Gen 1 – 10 | Gens 11 – 20 (WIP)
Gen 16 – 20 | Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32

Updated: 10/6/25
(Through Adventure Awaits)

Main Page | Gen 1 – 10 | Gens 11 – 20 | Gens 21 – 30 (WIP)
Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32

How to use this page (and all my challenge rules pages!):

Click on the green tabs above the purple rule box on each generation to find the goals. I have them separated into sections to make them easier to understand. If you’re trying to avoid spoilers, you DO NOT have to look at the next generation. All the information you need should be in each generation, including the traits and aspiration your heir will need! Above all, remember to have FUN!

Generation Twenty-One: Sky Blue

Generation Twenty-Two: Cream

Generation Twenty-Three: Magenta

Generation Twenty-Four: White

Generation Twenty-Five: Olive

Generation Twenty-Six: Steel

Coming!

More Coming….

Main Page | Gen 1 – 10 | Gens 11 – 20 | Gens 21 – 30 (WIP)
Gen 21 – 25 | Gen 26 – 30 | Gen 31 – 32

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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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