Extended Not So Berry Progress:
As many of you know, I’m updating my Extended Not So Berry and my Timeline Adventure … at the same time. Probably not the best way to go about it, but that’s okay… it’s how I’m doing it anyway. I fully expect the ENSB to be finished first, because it takes less time to update overall.
>> Currently, the ENSB is FULLY updated and ready to play through generation 15! <<
By the end of today’s Co-Working on Twitch (https://twitch.tv/illusorythrall if you wanna join the fun!), I hope to have it complete through Generation 20 and ready for the next ten to be added.
If you’re interested in seeing the progress, check out this page: All Packs ENSB 2.0 – Generations 11-20.
Now. For Timeline Adventure…
This one is a far more complex and difficult challenge to update. It takes a TON of behind the scenes work to put this challenge together and is by far and away the most complex challenge to update that I have. But, as you know, it’s also my “baby.” It’s the challenge I love the most out of ALL of my challenges. It’s the one that I love to play, the one I think about constantly, and am always coming up with new ideas for. Hence, it goes to the top of my priority list no matter what anyone else’s priorities are.
Currently: the Main page, and the first page of Generations (Gens 1-5) are both completely done. After getting the ENSB to Gen 20, my NEXT priority is to get Gens 6-10 completed for Timeline and ready to play. Hopefully, I’ll be able to start making inroads on that task today, too! In any case, keep an eye on the main page, the changelog at the bottom will tell you when generations are ready to be played.
For those of you who are planning to start the Timeline Adventure soon (I know there’s a whole bunch of us – including me – planning on starting a brand-new playthrough to go with the new 2.0 rules…
>> The first five generations are absolutely ready to play at this time!! <<
If you are playing, and you get to a point where I haven’t updated yet, you have two choices:
- Pause playing until I update
- Continue play with the next generation from Version 1.0 (which is still viable, and on the website).
- Be aware, should you choose this … you will be missing some more added generations and better storylines that ARE coming in the next couple of weeks. (And yes, that’s definite!)
Final note: I have been informed of some … er… Creator Network news that I cannot share (yet – August 26th cannot come soon enough!!) that WILL be affecting the currently planned Timeline Generation set-up. At this time, the plan is to add a gen in before the planned gen 9 with the coming stuff (so, in other words, you are STILL safe to start play, because hopefully you won’t be all the way to that gen before said upcoming stuff comes out. (… if you’re wondering about this affecting NSB, it will, but I add generations for ENSB at the END of the challenge, not by where in history they fit the best…)
Other Challenges:
Yes, they’re on the list!! Currently my priority is these two really big challenges. Then my priority list is as follows: (in order)
- Misery2Mansions (update/finishing Gens 5-10)
- SuperSim Spreadsheet update
- Save file Spreadsheet update
- Cheat sheet update
- Mermaid Legacy re-write/update
- (Will be called the “Family Tides Legacy” and will also include a version with mods!)
- Master Simmer update
- Hard Mode Decades update
- Lunar Lineage Update
- Apartment Switch Update
- Refresh 100DayCreativity
- Refresh Build-A-Pack
- Refresh Flipping Lots
- Refresh/Rewrite Winchester House
- REDO my Plants Reference Sheet
- Update Interactive Asylum/Write solo mode for it
On a Collab front, I have three “Challenge”-ing projects underway: (not including the Tracker partnership with Calendula Petals)
- “Dance With Death” Challenge (will be a shorter challenge, dealing with the Chased by Death trait)
- A Faerie Legacy Challenge (will hopefully be around 10 generations like a typical Legacy)
- A Vampire Legacy Challenge (will also be a 10-gen challenge but will include the other occults and have LOTS of Drama!)
Also, I have ideas and plans for SEVERAL coming challenges that I will be working on AFTER the updates are complete! This list is NOT in order and will obviously depend heavily on inspiration and levels of creativity at any given time.
- “SuperSim Plus Challenge” – this will be a challenge that is, basically, an “upgrade” on the SuperSim idea. For this, you will be tasked with doing EVERYTHING in the game (except perhaps the 100-gen legacy achieve. lol). With ONE SIM. Is it possible? Heck, I guess we’ll see!!! (Planning a YT playthrough for this one)
- “Old West Decades Challenge Add-On” – I want to write an update for my Hard Mode Decades challenge that starts in 1850 instead of 1890 and revolves around the Old West… and Chestnut Ridge’s lovely styling. I think it would be SUPER fun! (Also planning a YT playthrough for this one)
- “Thrall’s Build-A-World Challenge” – yep, this one has already been updated by some other folks. But to be honest, I love the idea of this challenge, and I’ve already got a massive planning document for this huge challenge in the works. Because I haz ideas. And they don’t necessarily mesh with the idea other creators have had.
- “An ImPACKtful Journey” – I don’t know whether to really call this one a challenge. Remember those Choose-Your-Own Adventure (CYOA) stories from when you were little? For those of us who are older, remember those text-based Adventure games? Well, this is going to be in that same spirit. I want it to FEEL fully like you are reading a story, instead of just playing a challenge. There will be a web component, and you will be deciding the path of your characters, every playthrough will be different. You’ll read a bit of story, make some choices, then be given some (smallish) goals for your Sims. Once you’ve checked those goals off, you return to the web story and keep going. For those of you interested, here’s a non-interactive version of the beginning of the story:
For those of you interested, CLICK HERE for a non-interactive version of the beginning of the story:
You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully. You have no memory of how you got here, either. Staring blankly at the building, you probe your head for injuries, but none seem to exist. Perplexed, you try to remember anything. Wait. Your name. You remember that. And for some reason, you still remember things you like and don’t like. But you have no idea why you liked them. You search for reason, striving to hold down the panic bubbling in your chest. Turning around, you see an old mailbox. Curiously, you open it, and – in shock – you find a yellowed envelope inside. WITH YOUR NAME ON IT. Gulping, you open the envelope carefully so as not to damage it. You slowly, shakily, open the single sheet of paper, only to squeal as a key falls out of the paper and clinks on the gravel driveway. After absently picking up the key and shoving it back into the envelope, you finally get to read the letter.
“I’M SORRY. I doubt you’ll ever remember me… or where you’ve been. And for that I’m sorry. However, I have tried to do what I can for you. This land. This house. They are now legally yours. You can start over. I know you’ve always loved painting. Tomorrow, you will get an opportunity to do something that will satisfy the urge to create. Meanwhile, there is a fishing rod in the shed behind your house, and a pond of fish near that. I suggest you catch something to eat. You have running water and electricity.. although the house may be in need of some repairs, and the pantry and fridge are bare. I suppose you’ll figure that out, too. Enjoy your new home. Your new life. And again…. I’m sorry.”
Confused, you check the envelope for anything else other than the key. It’s frustratingly empty. Your head whirling, but finding not answers, you sigh, pocket the key and turn around again, your stomach growling. Dinner seemed like as good a place to start as any. And fish seemed like the best option since you were clearly out of money and food.
The shed did, indeed, have a fishing rod. A bright, shiny green one that stuck out like a neon light against the dust of the shed. With a clean metal tackle box beside it and some suspiciously fresh tracks leading up to where it was placed. Glancing around nervously, you assure yourself you are, indeed, alone. There was no-one there.
After your short, paranoid search, you end up back in the middle of the tiny shed. Finally resigned to your new reality, you reach down, grab the jar of bait, and head to the little fishing pond. Hopefully this fishing thing wouldn’t be too hard… Right??
- A Sims Medieval Challenge – based on trying to finish the game, basically. Not necessarily with one family.
- A Spellcaster Legacy
- A Ghost-focused challenge/ Legacy
- A PlantSim Legacy – (This one will require mods, because Sims 4 PlantSims are not a permanent life state.)
- A Servo Challenge
- An Alien Challenge
- A “Sims Scenarios” Challenge – possibly even complete with a base-game, ready-to-play save file!!
- I also have an idea floating around for a challenge based on ALL the occults – and the way they interact in the game.
Beyond that, I also have some changes coming to the website – mainly, I will be making every attempt to fix all of the Stories pages so they’re readable. Currently, the ONLY one that is fully readable is “Adventures With Jaz”. Fixing will happen sooner rather than later on some of the others, as some are going to be coming to either my Youtube Channel – or to my Twitch channel! YES!!! THAT MEANS my STORYTELLING is COMING to TWITCH! So… stay tuned for that. Another thing on my list is to finally flesh out my Tools & Tricks section – starting with finishing the guides for Collectibles in Sims 4.
So… yes. Lots to do. Wish me luck!
Updated: 10/17/25
(Adventure Awaits)
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
How to Use this Page:
Welcome to the Timeline Adventure! On this page, you will find the first five generations of the full 2.0 version of this challenge. Make sure to click on the tabs below each generation’s header so that you know all that you need to know to complete the generation! That being said, again, welcome… and Have FUN!
Generation One:
A Fruitful Beginning
(10000 BC- 3000 BC)
The Stone Age marks the final phase of prehistoric toolmaking, when humans crafted increasingly sophisticated implements from flint and other stones. During this period, communities gradually shifted from nomadic hunting and gathering toward settled agriculture, domesticating plants and animals and clearing land for crops. Innovations such as polished axes, grinding stones, and early pottery appeared, transforming daily life and enabling the growth of permanent villages.
Generation One Story:
On a chain of lush tropical islands shadowed by a rumbling volcano, an aging tribal elder makes a desperate plea. Two young tribe members are chosen for their strength, their fertility, and their skills to ensure the survival of their people. The fertile soil—dark and rich from the mountain’s fire—feeds the woman's gardens of roots, fruits, and healing herbs, which she tends with care and the Island Spirit's blessing. The man spends his days fishing in turquoise waters, casting nets beyond the reefs and returning with stories of sharks, storms, and spirits seen in the waves. At night, the volcano’s red glow paints the horizon, a constant reminder of both destruction and renewal. The villagers offer gifts to its fiery heart, believing it watches over birth and death alike. Each child of the couple is welcomed with dances under the ash-streaked sky, their laughter and prayers for plenty mingling with the ocean wind. Over time, the couple's growing family becomes a living promise that even beneath the shadow of fire, life would take root and rise again.
Generation One Icon:

Generation One Historical Inspiration:
Packs Required:
- Base Game
- Island Living (world)
- City Living (lot trait)
- Jungle Adventure (lot challenges)
- Parenthood (skills)
Generation One Suggested Mods:
- MC Command Center - (allows the kids to quit school without getting taken away)
- More Coming soon...
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

World & Lot Goals:
- World:
- Sulani (Mua Pel'am District)
- Lot Traits:
- Great Soil
- Homey
- Oceanic Paradise (if you choose that lot)
- Lot Challenges:
- Off The Grid
- Either Creepy Crawlies, Volcanic Activity, or Cursed (depends on lot)
Other Sims and Lots:
- YES, you may make other Stone Age sims and build them homes, both within your neighborhood in Sulani, as well as in the other neighborhoods of Sulani.
- The only Lot Types that are unlocked at the beginning of the Challenge are as follows:
- Residential
- Park
- Beach
- Pool (think Hot springs)
Home Lot Building Goals:
- Build a small “hut” as your home base with the money you earn – pick one of the three lots available.
- Hut must be made of stone or wood textures, but only thatch roofing!
Holidays:
Travel Rules:
- Can ONLY Visit Parks, Beaches and Pool Lots (hot springs?) in Sulani - no travel to other worlds!
- If you need extra fish caught and you can't get them or a cowberry in Sulani, you MAY visit Magnolia Blossom Park in Willow Creek for fishing or gardening plants ONLY.
- If you have made other sims and built them homes, you MAY visit them at their lots.
- NO visiting empty lots in the world (except for those mentioned above)
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
- Male Sim:
- Child of the Islands
- Self-Assured
- Loves the Outdoors
- Female Sim:
- Cheerful
- Family-Oriented
- Jealous
Aspirations to Complete:
Career & Education Goals: (for both sims)
- Education: None
- Career: None
Skills to Master: (divide between sims as you see fit)
- Fishing
- Gardening
- Handiness
- Parenting
Lifestyles to Get:
Reward Traits to Buy:
- (none)
- NO buying ANY traits in this generation!
Finding a Spouse:
- No marriage - not unlocked yet
Spouse Goals:
- Already listed - "spouse" is a main sim so check main sim goals as well!!
- Must always "Try for Baby" instead of Woohoo. (No birth control in the Stone Age).
- No Adoption or Science Babies
- No pregnancy tests, either. (OR BIRTHDAY CAKES!)
Children & Child Goals:
- Have as many children as possible. The goal is to populate the world.
- No School for children or teens - you must cancel out this interaction to keep them at home, or have them quit school with MC Command Center!
- Teens are old enough to move out to another lot in Sulani if you wish - build them a small hut to live in there.
Choosing an Heir:
- This is entirely up to you - heir can be of any gender you wish - and does NOT have to be the first-born child!
Your Heir must take these traits:
(order is up to you!)
- Plant Lover
- Loner
- Non-Committal
Your Heir's Aspiration:
Other Goals:
- Save as much money as possible from your skills.
- The founding sims must die when the heir is a teenager, and the next generation starts right after you've managed to kill your founders. Which child is heir, however, is your choice - so you can wait as long as you want, saving money for the next home before moving. Also, killing your founders should be done as quickly as possible so you have enough time as a teenager to get your next goals done.
- Have a teenaged sibling stay behind with the rest of your siblings so they will be looked after.
- When your heir leaves to start the next generation, they must take their parents' graves/urns with them.
Collections to Complete:
Game Unlocks After This Gen:
- Pet Dogs - Unlocked after Gen 1
Generation Two:
Finding A Home
(3000 BC- 2350 BC)
During the early Bronze Age, nomadic pastoralists such as the Yamnaya roamed the Pontic-Caspian steppe in seasonal circuits, driving herds of cattle, sheep, and goats to fresh pastures. Their mastery of horse domestication and the invention of the spoked-wheel wagon around 3500 BC granted them unparalleled mobility, enabling rapid migrations and the forging of long-distance trade links. Burial mounds (kurgans) yield finely wrought bronze weapons, tools, and ornaments, testifying to sophisticated metallurgy and ceremonial practices. Flexible clan-based social structures allowed these groups to adapt swiftly to changing environments, while their movements helped spread languages, technologies, and genetic lineages across Eurasia.
Generation Two Story:
When tragedy struck your family just as you completed your coming-of-age rituals... you could think of no other recourse but to run. You couldn't stand to look at the rest of your family, and feel the weight of the guilt of being (you feel) the cause of their demise. So, you ran. You CLAIM it was to follow in your parent's footsteps, to find a place for your children to grow and prosper... but really, it was because you just couldn't stand to stay. You take your parent's bones, so you can sanctify whatever home you find. However, you didn't expect how hard it was going to be. Being on your own. Being at the mercy of the elements. You lose your nerve when you find a friendly village who offer to train you to hunt. You fall in love... but they are unattainable, because they're already spoken for. Having learned to fend for yourself better, your resolve hardens. You must find a home for yourself. And you don't need anyone to help. So you begin traveling again. The miles shape you. You do find someone. But they want nothing to do with your quest. So you will raise your child alone. When they're old enough, you travel again. Long miles pass. Eventually, you do find the right place. You can feel it, even if your child cannot. Here. Here is where the legacy begins.
Generation Two Icon:

Generation Two Historical Inspiration:
- Bronze Age Nomadic people.
Packs Required:
- Base game
- Island Living (world)
- City Living (lot trait)
- Enchanted By Nature (absolutely necessary)
- Seasons (traits & weather)
- Adventure Awaits (world, skills)
Generation Two Suggested Mods:
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

World & Lot Goals:
- World:
- Starting in: Sulani (Lani St. Taz District)
- Pausing in: Gibbi Point (Wanderwood Wilds)
- Finishing in: StrangerVille (Shady Acres)
- Lot Traits:
- -none- (for all other lots)
- For your final lot (the one you actually move to):
- Lot Challenges:
- Off The Grid (for ALL lots)
- Quake Zone (add this for your final lot only!)
Other Sims and Lots:
- You may make as many sims as you'd like to act as other Sims your Sim meets along their journey, and weave them into your story any way you wish. You must, however, make sure each sim you add has a home in the neighborhood that your sim is currently staying in for the week you want to introduce the character in.
- Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
Phase One:
- Must pick smallest lot available in Sulani (Lani St. Taz area), and NOTHING that isn't landscaping, pond or ocean stuff, or a pee bush & mailbox (cc mailboxes encouraged!) can be on your lot. (You MAY use the Outdoor retreat portable shower if you're not using CC, or find a portable off-the-grid CC shower that will work. Your main sim is NOT allowed to use toilets or bathtubs at any time.)
- You are NOT living here for more than your first week!
- All landscaping is permitted - that includes ponds.
Phase Two:
- Once you start traveling, You MAY add pee bushes to every lot you stay on as well as landscaping &/or pools, but NO structures of any kind! - only portable & OFF THE GRID items can be taken with you.
- In other words, if you can't put it in your sims' inventory, you can't take it.
Phase Three:
- Seven days into your Young Adult life, your sim finds a friendly village in Gibbi Point, who offer to teach your main sim to hunt. They even have a spare hut you can live in. Build a village lot, either as a residential, or a residential rental. Make sure there is a hut for your main sim, as well as activities (i.e. Archery area). You will have this time to learn Archery, and no more (since targets cannot be moved to inventory!).
- You may also build up the rest of that neighborhood with more villagers and travel to visit with them as well.
Phase Four:
- Two weeks after your main sim becomes an adult, you have a two week period in which to get your heir and raise it to a toddler. During this time, you may set up a temporary camp of sorts wherever you choose in the world, but you are only allowed a rudimentary hut and the barest minimum of items to survive.
- When Baby is born, you may cheat to edit the lot you are CURRENTLY squatting on to include the bassinet, crib, and old-fashioned bathtub. Nothing else. You are also given a one-week reprieve from moving and may set up a small "camp" here for the rest of your time here.
Phase Five:
- After the child is a toddler, you will need to monitor the hygiene meter for the child, and once or twice a week, cheat to place a bathtub to clean up the child.
Phase Six:
- Finally, once you are an Elder and settle down in StranerVille, you MAY build a full hut with a pond - but you CANNOT build a bathtub or toilet unless you have the handiness to do so!
Holidays:
Travel Rules:
- Every Sim Week you must "camp" in a different neighborhood around the game world.
- Yes, you can repeat neighborhoods, but not right after one another.
- Yes, that means that when you have the child as an Adult, you MUST take the child with you everywhere.
- HOW THIS WORKS: Every week on Sunday at 6AM you must "pack up camp" (pick up your belongings) and leave for another blank lot in a Different World, Different Neighborhood. You may pick them in any way you'd like, in fact you could just pick 2-4 different ones and move around as the seasons pass. This is simulating the intense journey you are taking from the islands into the desert lands of "Northern Sim-frica" (LOL). Once you get to your new lot, you can set up camp again, PAUSE the game, SAVE the game, go into build mode to put some plant-life and a pee bush around, and that sort of thing.
- The only worlds that are OFF LIMITS for this moving journey are: Batuu, StrangerVille (until the end), Gibbi Point (excpet for the time in the Village), Granite Falls, and Selvadorada
- When you are an elder, you may finally settle down In the StrangerVille neighborhood with your kid.
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
- Plant Lover
- Loner
- Non-Committal
Aspirations to Complete:
- Nature Nomad
- Friend of the World
Career & Education Goals:
- Education: None
- Career: None - you live off the land and roam around the world
Skills to Master:
- Natural Living
- Archery
- Charisma
- Fishing
- Two other Skills of your choice to max.
- Cannot Garden- you move too much.
- Most skills will be super hard to level under the conditions in this generation, except for while you're living at the village, so take full advantage of this time.
- Parenting may be a good choice for one of these skills. Most of this generation is about surviving and finding a place for your child to begin their family on.
Lifestyles to Get:
Reward Traits to Buy:
- Storm Chaser (because your sim "just gets used to it")
- Waterproof (because your sim "just gets used to it")
- No other traits may be bought!
Finding a Spouse:
- -NONE- (The partner you pick does not wish to remain with you and your nomadic loner ways)
Spouse Goals:
- YOU CANNOT MARRY during this generation! In fact, the only way you can have another sim move in other than your child is if your heir is a male, you can move the mother of your child in while they're pregnant, and they may stay until the child is a Toddler. to care for the babe.
- You cannot have a child until the third week of being an adult. (NOT Young Adult!) In other words, you must have traveled twice as an Adult before you can look for a temporary mate. And then - you only have one week to find this mate, the mother must either be pregnant or possibly pregnant by the end of week 3 as an adult.
- ONLY TRY FOR BABY! (No adopt or science baby, or regular woohoo, and no pregnancy tests)
Children & Child Goals:
- Have only one child - unless you have twins or triplets (if you have multiples, you must choose just one as heir)
- No School for children or teens - you must cancel out this interaction to keep them at home, or have them quit school with MC Command Center!
- Once you have the baby, I don't think you can easily travel to new lots to "squat" with the baby (and possibly partner to feed baby) until the baby is a Toddler, so you'll have a short reprieve from moving around.
- IN OTHER WORDS: after the baby is born, you will be able to skip your next Sunday move.
- Once they are a toddler, you will need to invest in portable toddler care items - a sleeping bag, toys, potty, etc, because you will be again forced to start moving every Sunday 6AM again.
- No BIRTHDAY CAKES! - you will be waiting until your sims age up on their own. Yep, they'll be sad. Sorry.
Choosing an Heir:
- This should be decided for you as you'll have only one child, but if there's multiples, you must choose only one, using any criteria you can come up with.
Your Heir must take these traits:
(order is up to you!)
- Perfectionist
- Outgoing
- Creative
Your Heir's Aspiration:
Other Goals:
- Buy a tent, campfire, & Sulani Pit Grill ASAP. You will need them.
- You must carry the founder's graves with you wherever you go. These will be passed down to your heir.
- YOU MAY adopt a dog (think wolf) to be your traveling companion. I would suggest they at least have "Loyal" for one of their traits.
- When you are an Elder, you may finally settle down In the StrangerVille neighborhood with your kid.
- When the child reaches their teens, your main sim must move back to Sulani, leaving the heir with the graves.
- At this time, The heir may actually "bury" the graves on their property. (No Graveyards yet!)
- IF YOU HAD MULTIPLES, you must choose ONE to be an heir, the other ones can either move to a different lot when this part of the generation ends, or back to Sulani with the parent.
Collections to Complete:
- Fossils (curious things they are..)
- Feathers (if you adopted a dog)
- Seashells (must be gotten in your first week in Sulani)
- Frogs
- Fish
Game Unlocks After This Gen:
- Sheep, Goats, Rabbits, Birds, Foxes - Unlocked after Generation 2
Generation Three Pt 1:
Building the First Civilization
(2350 BC- 1786 BC)
Between 2350 BC and 1786 BC, Mesopotamian civilization flourished under powerful empires like the Akkadians and later the Babylonians, who unified city-states and expanded territorial control. Kings such as Sargon of Akkad and Hammurabi established centralized governments, codified laws, and promoted monumental architecture, including ziggurats and palaces. Advances in astronomy, mathematics, and writing (cuneiform) supported a thriving urban culture rooted in trade, agriculture, and deeply structured religious life.
Generation Three Pt 1 Story:
Your parent survived tragedy, and had the guts to set out on their own looking for a better life for their future family. The ancestor's bones have been brought along, so that they may be placed in a place of honor in this new home. You remember traveling the worlds with your parent, toddling along as they scrabbled a hard existence just for survival. Eventually, your parent settled in this desert. Why, you couldn't say. But they were very insistent that this is where you would start the legacy you would create. You begin carving, building furniture, making crude pottery, and selling what you make for a profit. Soon, however, you realize this small village holds little for you, and it is time to leave your ghosts behind. Literally.
Generation Three Pt 1 Icon:

Generation Three Pt 1 Historical Inspiration:
Packs Required:
- Base Game
- City Living (lot traits)
- Businesses & Hobbies (skill)
- Seasons (holiday)
- Life & Death (end of gen requirements)
Generation Three Pt 1 Suggested Mods:
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

World & Lot Goals:
- World:
- StrangerVille (Shady Acres)
- Lot Traits:
- Lot Challenges:
Other Sims and Lots:
- Have fun making some townies - especially some (or one) that has an eligible bachelor or bachelorette (teen of opposite sex from your heir) to get to know, woo, and eventually marry when you're allowed to after Part 1
- Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
- You take over your parent's hut as a teen, since your parent immediately moves back to their home of Sulani (now that they've found what they consider a perfect home for you).
- At this point, feel free to edit your world, and add in some Early-civ-appropriate huts and some townies so you can have people to interact with.
- Plumbing is a no-no until you have Handiness maxed, so keeping the portable shower may be in your best interests.
- Also - ONLY wood, thatch-looking textures, or mud bricks for the home, no stone!
Holidays:
- Every Sunday, you must go to the temple to leave offerings to the gods
- (Use seasons calendar & create holiday on every sunday with the attend holiday ceremony tradition)
Travel Rules:
- Can ONLY Visit Parks, Beaches and Pool Lots (hot springs?) in StrangerVille - no travel to other worlds!
- If you have made other sims and built them homes, you MAY visit them at their lots.
- NO visiting empty lots in the world.
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
- Perfectionist
- Outgoing
- Creative
Aspirations to Complete:
- The Curator
- (Do NOT have to finish this one, but if you feel up to the challenge, go for it!)
Career & Education Goals:
- Education: None
- Career: Sales at Tables
- (yes, this can be a small business - but not a full retail store!)
Skills to Master:
Lifestyles to Get:
Reward Traits to Buy:
- -none- (NO buying traits in this generation!)
Finding a Spouse:
- -none- (you're only a teenager!)
Spouse Goals:
- You MAY find a partner and have them be boyfriend/girlfriend or even promised, but no marriage, moving in, or woohoo.
- (This partner MAY be created by you, or downloaded, or found in game and made over.. Your choice.)
Children & Child Goals:
- Zero kids
- (You're only a teenager!)
- NO SCHOOL
Choosing an Heir:
- NO HEIRS!
- (You're only a teenager!)
Your Heir must take these traits:
(order is up to you!)
Your Heir's Aspiration:
Other Goals:
- You must make an attempt to keep track of your earnings - This stage WILL NOT end until you have sold a minimum of 30,000 worth of Handiness and/or Pottery created objects AND you are a Young Adult (not one or the other).
- (You may use a Small Business to do this, but not a Retail Store!)
- As soon as BOTH goals are complete, two things can happen.
- First, you may now set up a graveyard somewhere in Oasis Springs (preferably the 40 by 30 in the commercial district), and bury your ancestors' bones there.
- Second, you move to the next part of this generation!
Residential Lot Unlocks After This Gen:
- Residential Rental Lot - Unlocked after Generation 3 Pt 1 (but I wouldn't suggest using it for your main family unless you HAVE to for the gen... it's just so buggy right now!!)
- Apartments - Unlocked after Generation 3 Pt 1 (Must be in your current world to add Townies to. Must be in the designated neighborhood for that generation to actually have your main family live in it.)
Commercial Lot Unlocks After This Gen:
- Generic - Unlocked after Generation 3 Pt 1
- Wedding Venue - Unlocked after Generation 3 Pt 1
- (From this point on in the challenge, it is recommended to have at least one venue that will work for this in your world for every generation.)
- Graveyard - Unlocked after Generation 3 Pt 1
- (I highly recommend creating one of these in the world. -Perhaps in Magnolia Promenade?- That way, just like the Family Museum you have, you can "collect" all your family graves here.)
Game Unlocks After This Gen:
- Marriage - Unlocked after Generation 3 Pt 1
- School for Child-aged Boys - Unlocked after Generation 3 Pt 1
- Pregnancy Tests - Unlocked after Generation 3 Pt 1 (apparently peeing on a certain kind of crop in a bag would make it change colors if you were pregnant? Sounds inaccurate, but your choice here. Modern tests were invented in 1920 - so after Generation 23 Pt 2)
- Horses, Cats, Cows - Unlocked after Generation 3 Pt 1
Generation Three Pt 2:
Healing the Pharaohs
(1570BC- 1069BC)
In the New Kingdom of Egypt, healers held esteemed roles as both medical practitioners and spiritual intermediaries. They combined practical treatments—like herbal remedies, surgery, and wound care—with magical incantations and rituals, believing that illness could stem from both physical and supernatural causes. Many healers were priests or scribes trained in temple schools, and they often consulted medical texts such as the Ebers Papyrus, which detailed hundreds of remedies and spells.
Generation Three Pt 2 Story:
When you became a young adult, you moved from your small village to a land more populated, (and less seismically unstable!) and tried to find a place for yourself in this world. You started a family and proceeded to make a name for yourself here, not as a carpenter, but instead establishing your family as the local healers, known for your plants and your knowledge. As your name begins to be more widely known, you expand your business, and clientele, hoping to one day even serve the Pharoah!
Generation Three Pt 2 Icon:

Generation Three Pt 2 Historical Inspiration:
Packs Required:
- Base Game
- City Living (lot trait)
- Outdoor Retreat (World & skill)
- Spa Day (skill)
- Businesses & Hobbies (optional - small business)
Generation Three Pt 2 Suggested Mods:
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

World & Lot Goals:
- World:
- StrangerVille (Shady Acres)
- Lot Traits:
- Lot Challenges:
Other Sims and Lots:
- Again, make as many sims as you like, with whatever story you want. You can even make a high priest or pharaoh character if you want and weave them into your story!
- Granite Falls is used for this generation ONLY:
- Make sure you have a National park for early civ appropriate - I have one listed below for download (CC free).
- You will also need a family campground in the Rental area of Granite Falls - again, I have one listed below for download (CC Free).
- The temple you have built for last generation can be visited and decorated for the Egyptian time period, but it wasn’t a place for the “masses” to worship, but rather a “home” for the gods. Otherwise, add some other families and perhaps a Pool or Park for getting together in your world.
- Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
- My suggestion would be to start out this part of the generation on the smaller of the two lots available to you, then, once you feel the family has grown enough (and saved enough money) to support a larger lot, you could move to the bigger one.
- (It is also completely possible to just stay on the smaller lot the whole time!)
- ALSO: at this time, stone or brick (all brick, not just mud brick) construction is now allowed, as well as rudimentary bathrooms.
Holidays:
- None – worship the many deities from home.
- Having a temple/Wedding Venue lot might be a good idea, though, since Weddings are now unlocked!
Travel Rules:
- Can ONLY Visit Parks, Beaches Pool Lots (hot springs?), Graveyards, Generic, or Wedding Venues in StrangerVille - no travel to other worlds!
- EXCEPTION FOR THIS GEN ONLY:
- You will be traveling to Granite Falls for this generation.
- If you have made other sims and built them homes, you MAY visit them at their lots.
- NO visiting empty lots in the world.
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
- Perfectionist
- Outgoing
- Creative
Aspirations to Complete:
Career & Education Goals:
- Education: None
- Career: Sales at Tables
- (yes, this can be a small business - but not a full retail store!)
Skills to Master:
- Cooking
- Gardening
- Wellness
- Herbalism
- (You may NOT pursue the Apothecary skill)
Lifestyles to Get:
Reward Traits to Buy:
- -none- (NO buying traits in this generation!)
Finding a Spouse:
- Partner yes, spouse optional
- (Can be CAS created, downloaded, or found in game)
- Also: Weddings are now allowed!!
Spouse Goals:
- As soon as this generation starts, you are allowed to (finally) marry your chosen partner and move them with you to your new home. If you choose, however, you can elect to just remain partners (i.e. marriage is NOT required)
- IF YOU DO MARRY - spouses are not allowed to bring in any money, you must cheat any money they bring in away!!
- (TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Children & Child Goals:
- Must have at least two children with your partner.
- Birthday cakes, however, are now allowed from this generation on! (if you're not using mods, be aware that there is no way to cook them until off the grid goes away, so that's why I recommend the medieval cooking mod, there is a Sponge Cake under "Puddings" that can be used as a birthday cake!)
- No School for ALL teens and girls of any age – you must cancel out this interaction to keep them at home.
- Child Boys, however, are allowed to attend school starting in this generation.
- (Girls were taught at home by their mothers.)
- Teens are still able to move out on their own if they choose once they're old enough.
Choosing an Heir:
- Heir gender doesn't matter, and you may pick any of your children to be heir.
Your Heir must take these traits:
Because there are two options for the next generation, you must decide your heir's personality now:
If you're going to the "evil" side ("Emotion Thief") your heir's traits will be:
- Disruptive
- Mean
- Non-Committal
If you go to the "good" side ("Flying Solo") your heir's traits will be:
- Mystical
- Plant Lover
- Unflirty
Your Heir's Aspiration:
No matter which way you pick, your aspiration will be:
Other Goals:
- Optional: Move in a sim of your choice to be your servant, and build them a servants’ quarters on your lot
- (perhaps once you move to the bigger lot - if you do?)
- As soon as all of your goals are complete, AND your chosen heir is a Young Adult, the generation ends.
Collections To Complete:
Game Unlocks After This Gen:
- Must be Young Adult to move out - Unlocked after Generation 3 Pt 2
- (Note: there are still generations to come that you will move at as a Teen, but those will be specifically marked as such!)
INSTRUCTIONS:
For Generation Four, you MUST choose your path.
Pick EITHER A or B, not both! Once you finish your chosen path, move on to Generation Five!
Generation Four A:
Emotion Thief
(500 BC- 43 AD)
In Iron Age Celtic societies, some unscrupulous druids lurked behind tribal leaders as sinister spiritual and intellectual arbiters, their whispered counsel guiding decisions with chilling precision. They guarded their arcane lore of law, ritual, and dark ceremonies in secret groves, presiding over sacrifices and enforcing tribal will with druidic judgment that brooked no dissent. Their mastery of herbal poisons, celestial omens, and ancestral curses made them feared power brokers, binding communities through awe, superstition, and the threat of otherworldly retribution.
Generation Four A Story:
You were brought up to be a healer. But that didn't appeal to you. Instead, you wanted to cause as much trouble as you possibly could. Your family's disapproval of this thinking led you to leave home as quickly as you could. Eventually, you found a home among the trees of the "Emerald Isles" with a Master Druid of a local Celtic Tribe. He, alone, seems to approve of your mindset, and encourages you to bcome a fairy, too, so that you can take your pranks to the "next level". And so you do. You begin learning to control people's emotions, and even STEAL them. Things couldn't be better. Except for that one cute fairy who disapproves. You target them specifically, until, one night, the unthinkable happens... you realize you've fallen in love. Chagrined, you attempt to woo them, and end up spending one very passionate night with them before they claim they can never love such an dark fairy as you are. They leave, but not without giving up the child that came from that night. Which means now you are a single parent, which is a struggle... but with your mentor's help, you manage to get by without changing your ways.
Generation Four A Icon:

Generation Four A Historical Inspiration:
Packs Required:
- Base Game
- Enchanted By Nature (required)
- Paranormal Stuff (traits)
- Businesses & Hobbies (skills)
- Seasons (holidays)
Generation Four A Suggested Mods:
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

Game Set-Up Changes:
- JUST FOR THIS GENERATION:
- Balance & Imbalance System: ON
World & Lot Goals:
- World:
- Lot Traits:
- Lot Challenges:
Other Sims and Lots:
- Make one fairy sim somewhere in the world to be the chosen "Druid" of the tribe.
- (the "priest", basically - you may cheat his skills up if you'd like so they can mentor your sim) - And yes, he will need a home!
- Also, you may want to populate the rest of Innisgreen for this generation with other fairies to interact with.
- Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
- You're building a fairy home! Make it look like it!!
- Build a community lot or two or three...
- Elsewhere in the Innisgreen world, build a Druid's Grove.
- (a sacred place or natural shrine for gatherings or religious rituals - I would probably do either a Wedding Venue Type or Park type for this)
- Also build some other sort of social gathering Community Lot (refer to what's allowed for this one!).
Holidays:
- There is some evidence that the Celts practiced human sacrifices. You do not have to do this, but perhaps have a big bonfire at the Sacred Grove or Community Gathering lot to simulate the fires they would burn their enemies in?
- Beyond that, they were Polytheistic (many gods) - so use many different statues in the Grove.
- There is also evidence stating that Celt Gods were NATURAL or NATURE based, not human figures, except for the mother (think mother earth style) and father (think god of the tribe and the dead) gods.
- Once a week (Wednesdays) celebrate a solstice-like holiday at the Sacred Grove - leaving little offerings by the shrine with the family, and celebrating the season, and lighting a fire. This does NOT have to be an actual holiday, but if you do, use Appreciate an object, Fire, Thankful Spirit, and Tell Stories.
Travel Rules:
- Can ONLY Visit Allowed lots in Innisgreen - no travel to other worlds!
- If you have made other sims and built them homes, you MAY visit them at their lots.
- NO visiting empty lots in the world.
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
- Disruptive
- Mean
- Non-Committal
Aspirations to Complete:
- Fairy Stories
- Discordant Fairy
Career & Education Goals:
- Education: None
- Career: Making other fairies' lives miserable.
- (You spend your time playing pranks and getting into trouble.)
Skills to Master:
- Mischief
- (This will require a lot of pranks because you don't have electronics!)
- Fitness level 5 minimum
- Medium
- Optionally: (if you can stand the immersion break because Ink would have been done differently back then!)
Lifestyles to Get:
Reward Traits to Buy:
- Brave
- (This is going to take some doing, feel free to work on other aspirations as you can in this era to get more points if you need to!)
Finding a Spouse:
Spouse Goals:
- You find and fall in love with a fairy that HATES you. After a steamy night, you are left with a child to care for, and no partner to raise said child with, as the fairy decides they cannot abide your lifestyle.
- (TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Children & Child Goals:
- ONLY One child
- Unless you have twins or triplets (if you have multiples, you must choose just one as heir)
- You will raise your heir as a single parent.
- If your sim is male, the female fairy you accidentally fall for one night stays with you ONLY long enough to have the baby, and she leaves in a hurry.
- As for school, only the boy children can go to school, all girls of any age and boy teens must stay home and learn to care for their future family.
- Remember, Teens can no longer move out on their own unless stated!
Choosing an Heir:
- Heir can be of any gender, and will be your only child (unless you had multiples)
Your Heir must take these traits:
(order is up to you!)
Your Heir's Aspiration:
Other Goals:
- Must practice ONLY from two schools of Fairy Magic - Manipulative, and Emotional.
- As soon as all goals are complete AND your heir is Young Adult, the generation is over!
Special Lot Unlocks After This Gen:
- The Bluffs (Windenburg) - Unlocked after Generation 4
- Ancient Ruins (Windenburg) - Unlocked after Generation 4
Commercial Lot Unlocks After This Gen:
- Small Business - Fully unlocked after Generation 4
- Gym - Unlocked after Generation 4
Game Unlocks After This Gen:
- School for Child-aged Girls - Unlocked after Generation 4
- School for all Teenagers - Unlocked after Generation 4
ALSO:
- Remember to UNCHECK this game option again:
- Balance & Imbalance System: OFF
Generation Four B:
Flying Solo
(500 BC- 43 AD)
In Iron Age Celtic societies, druids formed the spiritual and intellectual elite, acting as priests, judges, teachers, and advisors to tribal leaders. They maintained oral traditions of law, ritual, and lore, presiding over ceremonies in sacred groves and mediating disputes within and between clans. Their deep knowledge of astronomy, herbal medicine, and genealogy made them pivotal in sustaining social cohesion and cultural continuity.
Generation Four B Story:
You were brought up to believe strongly in the healing arts, and the power Nature has over people, but you felt your parents had kept a closed mind to the real possibilities. They spent all their time worshipping cats, doing chores, and making healing cures that worked.... Sometimes. You have vowed that you will be different. You search far and wide for a Master Healer, and find one in a Sacred Druid Grove in the forests of the "Emerald Isles". He agrees to take you on, on one condition. You must learn to truly embrace the power of nature and become a fairy. You agree readily, and set yourself upon a path to become the best healer you can be. Falling in love with another fairy and settling down in the Tribe only seemed natural, as your Mentor seems to be setting you up to take over from them when they are gone.
Generation Four B Icon:

Generation Four B Historical Inspiration:
Packs Required:
- Base Game
- Enchanted By Nature (required)
- Seasons (holidays)
- Spa Day (skills)
- Parenthood (skills)
Generation Four B Suggested Mods:
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

Game Set-up Changes:
- JUST FOR THIS GEN:
- Balance & Imbalance System: ON
World & Lot Goals:
- World:
- Lot Traits:
- Lot Challenges:
Other Sims and Lots:
- Make one fairy sim somewhere in the world to be the chosen "Druid" of the tribe.
- (the "priest", basically - you may cheat his skills up if you'd like so they can mentor your sim) - And yes, he will need a home!
- Also, you may want to populate the rest of Innisgreen for this generation with other fairies to interact with.
- Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
- You're building a fairy home! Make it look like it!!
- Build a community lot or two or three...
- Elsewhere in the Innisgreen world, build a Druid's Grove.
- (a sacred place or natural shrine for gatherings or religious rituals - I would probably do either a Wedding Venue Type or Park type for this)
- Also build some other sort of social gathering Community Lot (refer to what's allowed for this one!)
Holidays:
- There is some evidence that the Celts practiced human sacrifices. You do not have to do this, but perhaps have a big bonfire at the Sacred Grove or Community Gathering lot to simulate the fires they would burn their enemies in?
- Beyond that, they were Polythiestic (many gods) - so use many different statues in the Grove.
- There is also evidence stating that Celt Gods were NATURAL or NATURE based, not human figures, except for the mother (think mother earth style) and father (think god of the tribe and the dead) gods.
- Once a week (Wednesdays) celebrate a solstice-like holiday at the Sacred Grove - leaving little offerings by the shrine with the family, and celebrating the season, and lighting a fire. This does NOT have to be an actual holiday, but if you do, use Appreciate an object, Fire, Thankful Spirit, and Tell Stories.
Travel Rules:
- Can ONLY Visit Allowed lots in Innisgreen - no travel to other worlds!
- If you have made other sims and built them homes, you MAY visit them at their lots.
- NO visiting empty lots in the world.
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
- Mystical
- Plant Lover
- Unflirty
Aspirations to Complete:
- Fairy Stories
- Harmonious Fairy
Career & Education Goals:
- Education: None
- Career: Making other fairies' lives better. You spend your time healing, making healing cures, and helping out your fellow fairies. If they pay for the cures, so much the better!
- (yes, this can be a small business - but not a full retail store!)
Skills to Master:
- Wellness
- Parenting
- Apothecary
- Handiness
Lifestyles to Get:
Reward Traits to Buy:
- Great Storyteller
- Incredibly Friendly
Finding a Spouse:
- Find a partner and fall in love, get married, you know. the whole nine yards.
- (TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Spouse Goals:
- No specific goals for the spouse, so they can do whatever you think is appropriate, as long as they are actively participating in raising the kids!
- Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
- Raise your children in partnership with your spouse.
- Both of you should have great relationships with the kids!
- As for school, only the boy children can go to school, all girls of any age and boy teens must stay home and learn to care for their future family.
Choosing an Heir:
- Heir gender doesn't matter, and you may pick any of your children to be heir.
Your Heir must take these traits:
Can be taken in any order:
Your Heir's Aspiration:
Other Goals:
- Must practice ONLY from two schools of Fairy Magic - Emotional, and Nature.
- As soon as all of your goals are complete, AND your chosen heir is a Young Adult, the generation ends.
Special Lot Unlocks After This Gen:
- The Bluffs (Windenburg) - Unlocked after Generation 4
- Ancient Ruins (Windenburg) - Unlocked after Generation 4
Commercial Lot Unlocks After This Gen:
- Small Business - Fully unlocked after Generation 4
- Gym - Unlocked after Generation 4
Game Unlocks After This Gen:
- School for Child-aged Girls - Unlocked after Generation 4
- School for all Teenagers - Unlocked after Generation 4
ALSO:
- Remember to UNCHECK this game option again:
- Balance & Imbalance System: OFF
Generation Five:
Wealth of the Gods
(800 BC- 476 AD)
Both Greek and Roman civilizations built expansive trade networks across the Mediterranean, exchanging goods like olive oil, wine, grain, pottery, and luxury items. Greek city-states operated through decentralized markets and maritime partnerships, while Rome developed a more centralized system with regulated ports, standardized coinage, and state oversight. Merchants in both cultures relied on sea routes and well-maintained infrastructure—Greek triremes and Roman roads alike—to move goods efficiently and profitably. Marketplaces such as the Greek agora and Roman forum served as vital centers of commerce, civic life, and economic regulation.
Generation Five A Story (if you're coming from 4A):
Your parent was a living nightmare, flying around causing mischief, stealing people's emotions and life forces... communing with the dead, and generally being a really rotten fairy. You want nothing to do with this path, and, as soon as you can, you leave, moving as far away as you can feel like you can physically get. You find an inexpensive piece of land, and begin building your own Villa among the local culture. You begin growing beautiful flowers, and arranging them to beautify people's homes. Soon, you are able to open your own Flower Shop, selling your wares on a more permanent basis than your parents could, and slowly accruing wealth that you can pass on to your children.
Generation Five B Story (if you're coming from 4B):
When you came of age, your family expected you to carry on living as they had; healing and selling your cures, living with the fairies, and being the local Druid for the Tribe. However, you were a dreamer and wanted ... something different. The whole Fairy thing just wasn't you. Therefore, you find a way to become human again, and you move far away from the rest of your flying family. You buy an empty plot of land, build a Villa, and start growing beautiful flowers. Soon, you are able to open your own Flower Shop, selling your wares on a more permanent basis than your parents could, and slowly accruing wealth that you can pass on to your children.
Generation Five Icon:

Generation Five Historical Inspiration:
- Ancient Rome, or Ancient Greece - your choice, they were at about the same period in time.
Packs Required:
- Base Game
- Get Together (World)
- City Living (lot trait)
- Seasons (holidays)
- Snowy Escape (lifestyles)
- Businesses & Hobbies (small business)
- If you don't have this pack, you could do it as a retail (would be much harder) or from tables!
Generation Five Suggested Mods:
Tracking Your Challenge:
- There is a Tracker now! See -> here <-

World & Lot Goals:
- World:
- Windenburg (The Crumbling Isle)
- Lot Traits:
- Homey
- Great Soil
- Convivial
- Lot Challenges:
Other Sims and Lots:
- Also, you may want to populate the rest of Windenburg for this generation with other era-appropriate sims to interact with.
- Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
- I highly suggest a 20 by 30 lot or smaller!
- As for architecture, you are welcome to choose between Roman or Greek, because they were at about the same general time period.
Holidays:
- Spring: All Fools Day – Mischief Spirit, Drinking and Party Spirit
- Summer: Festival of Remembrance – Remembrance, Tell Stories, Fire, Thankful Spirit
- Fall: The Harvest – Drinking (can be done by proposing a toast as a friendly action – do not need a bar), Fire, Art and Music Spirit, Barbeque (can’t do grand meal without an oven)
- Winter: Winter Solstice – Festive lighting, Give gifts, Barbeque, Light Menorah or Kinara
Travel Rules:
- Remember: The Bluffs and Ancient Ruins are available to be traveled to, but you may want to make sure they're de-modernized. (as in, don't accept party invites to there!!) (And the Chalet is still off-limits!)
- Can ONLY Visit Allowed lots in Windenburg - no travel to other worlds!
- If you have made other sims and built them homes, you MAY visit them at their lots.
- NO visiting empty lots in the world.
Communication Rules:
- You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
- If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
- NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Aspirations to Complete:
Career & Education Goals:
- Education: None
- Career: Flowers (can be a small business)
- (yes, this can be a small business - but not a full retail store unless you don't have businesses & hobbies)
Skills to Master:
- Charisma
- Flower Arranging
Lifestyles to Get:
Reward Traits to Buy:
- Marketable
- Beguiling
- Carefree
Finding a Spouse:
- Yes, find a spouse. Your choice of in-game NPC or CAS-made sim.
- (TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Spouse Goals:
- No specific goals for the spouse, so they can do whatever you think is appropriate.
- Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
- School is now allowed for all children and teens.
- (Although it was usually segregated, by the Roman Empire, girls were now allowed to go to school.)
Choosing an Heir:
Your Heir must take these traits:
Can be taken in any order:
- Insider
- Kleptomaniac
- Shady
Your Heir's Aspiration:
Other Goals:
- Open a small business in order to make money (unless you don't have Businesses & Hobbies).
- Place this business in either Magnolia Promenade or the Crumbling Isle near your home (your choice - but Crumbling Isle would be easier to fit to the time period) - or, indeed, make it a home business.
- Suggestion: Keep this business small, and if you don't have B & H, you CAN do a Retail instead, but again, keep it small, because a retail store is HARD to make money with from my experience!
- NPCs such as maids and butlers are now unlocked and can be used at your discretion
- Optional: Move in a sim of your choice to be your servant and build them a servants’ quarters on your lot.
- Tips for making money with Flowers: once you get to level 7, you will start seeing Masterpieces. Sell these on a table for 300% markup, and you'll be rich. Also: "scenting" your flower arrangements with bluebell means that the flowers won't decay and you can sell them at your leisure.
- As soon as all of your goals are complete, AND your chosen heir is a Young Adult, the generation ends.
Commercial Lot Unlocks After This Gen:
- Bar - Unlocked after Generation 5
- Lounge - Unlocked after Generation 5
Game Unlock After This Gen:
- Game setting change after Generation 5
- Allow Burglar Visits: Yes
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
I *think* it’s all updated. I may have made some mistakes, and I did not update the recommended mod list, but I will do that soon, I hope. Beyond that, all the generations have been added (three new gens, and two partial .5 gens .. so technically 5 new gens added). i also added some main rules dealing with some of the new features, and the spreadsheet should be 100% updated barring typos. Please, let me know if you find anything that looks a bit off. I will attempt to do a third or fourth proof-read to attempt to get rid of any of those lingering typos. ENJOY!!
(and yes, Not So Berry is NEXT!)
However, I will say, it’s finally getting there. Should be done by the end of this week! If you’re playing along, use the website rules…. the Spreadsheet is currently only half done. (But if you’re terribly curious, you can see some of the new generations being added!) And, again, I will post as soon as it’s done!!
I finally have all the writing and researching and planning done for Timeline Adventure! I just wanted to post a notice to anyone working on the challenge – DON’T trust what you’re seeing, especially on the spreadsheet, because that’s what I’m updating first… and there’s a LOT to do on it. After that, I’ll update all the blog pages, adding in the new generations, and getting all the new rules in. I will 100% post another notification post here as soon as I’m done with updating everything that needs updating.
Once I post that it’s ready, if you’re midway through the challenge, I suggest either sticking with the challenge as you have it with your tracker spreadsheet – or downloading a copy of the newly updated one (I’ll link in the notice post) and then transferring over all your existing data to the new sheet. I apologize that there isn’t an easier way to do it. 🙁
That being said, the next thing on my list after Timeline is finishing up my Planet Zoo and launching it (hopefully on this coming Sunday) … then starting on Monday, I’ll be working on the next challenge to update: Not So Berry!!
Love you all, hope you’re doing well!!
<3, Thrall
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
Updated: 1/16/25
Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 36: The Epidemic (2020s)
You grow up in a world with ready access to whatever you need, plenty of friends, and 2020 is just another year until the virus hits. Suddenly the world as you knew it is gone, changed probably forever by the ever-growing crisis. You feel like you desperately need to be on the front lines, making a difference in this new world of delivered food, virtual concerts, live stream gaming, and face masks. Somehow you manage to find someone for you and the two of you start a family, doing everything you can to keep them safe and healthy.
Town: Willow Creek (Sage Estates)
Lot Traits: Fast Internet, Private Dwelling, *your choice*
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Materialistic, Good, Dance Machine
Aspiration: Mansion Baron
Career: Doctor, Scientist, or Detective (your choice)
Gen 36 Goals:
- This is a different sort of generation. You get to pick one of three “Active” careers to be maxed on your main sim. You can be a Doctor, a Scientist, or a Detective, and the choice is completely up to you. Pick one and master it.
- Similarly, you also can pick any three skills to master from the whole list of skills as long as the fourth skill you max is Dance (which maxes at level 5).
- (You also get to pick the third Lot Trait.)
- Complete career on main sim.
- Complete Mansion Baron Aspiration.
- Your major goal this generation is to build a safe home for you and your family, with plenty of room, and all the amenities. This is your paradise away from the world.
- Find a partner to share it with, and have at least one child.
- I suggest getting a CC facemask for all your sims to wear outside the house for this generation.
- Your heir’s traits will be: Cheerful, Generous, and Good; their Aspiration will be either Romantic Explorer, Paragon Partner, or Neighborhood Confidante.
Generation 36 Lots:
Gen 37: Repairing Relationships (2025s)
The Epidemic single-handedly ruined so many relationships over it’s course. Which only made you want to fix them all. You gravitate towards counseling, and settle easily into the relationship counselor role. Each person you meet is another soul who needs healing, and your mission is to heal them all, whether they’re your client or not. Unfortunately, something has to give … and in this case, it’s your own family life that suffers.
Town: Ciudad Enamorada (Nuevo Corazon)
Lot Traits: Singles Hangout, Penny Pixies, Gnomes
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Cheerful, Generous, Good
Aspirations: Romantic Explorer/ Paragon Partner/ Neighborhood Confidante
Career: Romantic Consultant (Relationship Counselor Branch)
Gen 37 Goals:
- Complete Romantic Explorer Aspiration on main sim
- Complete Paragon Partner Aspiration on main sim
- Complete Neighborhood Confidante Aspiration on main sim
- Master the Romance Skill (main sim)
- Master the Charisma Skill (main sim)
- Master the Logic Skill (main sim)
- Fall in love and get married (although you do not need to STAY married!)
- Have at least 5 children (not all need to be by the same partner!)
- Once your lovey-dovey aspirations are complete (and they do not need to be completed all with the same partner!), ignore your partner in favor of your job.
- Similarly, spend very little time with your children, and leave their care up to nannies or your current partner. However, all children MUST continue to live with you!
- Your heir MUST be MALE and their traits will be Genius, Ambitious, and Self Assured; their aspiration will be Nerd Brain.
Generation 37 Lots:
Gen 38: The Future in Space (Near Future)
In the aftermath of the Epidemic, the weird new world is completely obsessed with technology. Artificial intelligence seems just around the corner, and as a child you begin your passion for looking to the stars. You have become obsessed with the idea of alien life. You want to be the first to discover it and bring it back to your world. Building a Rocket Ship of your own takes all your free time, and you get a permanent crick in your neck from always looking to the sky. When you finally make contact, and they show you how to get to their world, you suddenly don’t want to share it at all. This must be all yours and yours alone. You fall in love with an alien, and you eagerly start a family with them. Unfortunately, you did not understand the consequences of bringing forth such life, and now it seems it could be the catalyst that triggers the end of the world.
Town: Oasis Springs (Skyward Palms)
Lot Traits: Homey, Science Lair, Good Schools
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Ambitious, Self-Assured
Aspiration: Nerd Brain
Career: Astronaut
Gen 38 Goals:
- Complete Nerd Brain Aspiration on main sim.
- Complete Astronaut career (either branch) on main sim.
- Skills to be maxed: Fitness, Handiness, Rocket Science and Logic (on main sim)
- Build and FULLY upgrade a Rocket Ship on your home lot.
- Visit Sixam in your rocket, meet and fall in love with an alien.
- Have at least one alien child from abduction (if possible). This child will be your heir. If you can’t get pregnant by abduction by the time the other goals are completed, then a part-alien can be heir instead.
- Your heir must be at least part alien (and hopefully capable of disguising themselves), and their traits will be: Genius, Creative, Geek; and their aspiration is City Native.
Generation 38 Lots:
Gen 39: The Age of Automation (Future)
You are raised with a toe in both of your parents’ worlds. With an eye to the past, you realize you must find a way to automate more daily tasks and upgrade the world around you. Being partially not of this world, you struggle to fit in and you choose a high-population area to settle into in the hopes that your differences won’t be noticed. With hard work and dedication, artificial intelligence is soon right at your fingertips, and you become the change the world seems to need. As you study this new technology, you even find ways to upgrade yourself. You are now the future. You find a spouse, still carefully hiding what you are away from them. Despite the fact that you spend most of the time in your workshop, you find time to bring at least one child into the world, and you only let them in on your shared secret as they prepare to go out into the world as an adult.
Town: San Myshuno (Uptown)
Lot Traits: Fast Internet, Science Lair, Private Dwelling
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Creative, Geek
Aspiration: City Native
Career: Engineer
Gen 39 Goals:
- Complete City Native Aspiration on your main sim.
- Complete the Engineer career in either branch on your main sim.
- Skills to be maxed: Robotics, Singing (on main sim)
- Have a robotics station in your own home with one goal: making a Servo of your own to activate. Any other robots you choose to invent is up to you.
- Stay in disguise form 100% of the time, (if you have the ability to make a disguise, that is). Avoid using alien powers, and try to keep your secret hidden. (If you are found out, it doesn’t break the challenge, but at least TRY to not let it happen.)
- Marry a human sim, and have at least one child (who is also part alien, thanks to you).
- (Whether or not the Servo you create moves to the next generation with your heir is also your choice.)
- Your heir’s traits will be: Loner, Paranoid, Erratic; and their aspiration is StrangerVille Mystery.
Generation 39 Lots:
Gen 40: The End of the World
Right as your parent lets you in on the craziest secret you’ve ever heard of, your world crumbles. Not just because you find out you’re something you never wanted to be, but because the literal world is ending. Organized society has come crashing down for unknown reasons, and on top of this – you find out that those like you are being hunted. You carefully hide the part of you that is not of this world, quickly making yourself constantly paranoid. You are always looking over your shoulder, never knowing who might be following you. Anarchy reigns, and it’s a harsh world you find yourself lost in. Searching for yourself in and amongst the disaster, you endeavor to find out what exactly happened to the world. The question eventually becomes, can you save the world … and can you also save yourself in the process?
Town: Strangerville (Shady Acres)
Lot Traits: Fast internet, Penny pixies, Private Dwelling
Lot Challenges: Off The Grid (you will use generators and such for power and water)
Holidays: None. There is nothing to celebrate anymore.
Traits: Loner, Paranoid, Erratic
Aspiration: Strangerville Mystery
Career: None
Gen 40 Goals:
- Complete the StrangerVille Mystery aspiration on main sim (or take it as far as you can before choosing to side with Mother and not save the world.)
- Skills to be maxed: Programing, logic, Writing (on main sim)
- You trust no one. Never get past “friends” in a relationship. (no “good” or “best” friends)
- Solve the StrangerVille mystery.
- Never marry and have no children.
- Die at the hands of the Mother, side with the Mother, (OR) Save the world.
- If you side with the Mother or die, the challenge ends now. (I highly encourage saving the world before going into Mother’s chamber, in other words.)
- Only if you manage to (or choose to) save the world can you then adopt one baby, infant, or toddler (an orphaned survivor of the catastrophe) and raise them to adulthood to continue the legacy.
- Become best friends with your child.
- Also: If you brought the Servo, you can continue to take them with you.
- Your heir’s traits will be: Maker, Green Fiend, Recycle Disciple; and their aspiration is Eco Innovator.
Generation 40 Lots:
Community Lots Unlocked after this generation: Community Spaces (Evergreen Harbor)
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
Updated: 1/16/25
Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 31: Getting an Education (1995s)
After a miserable childhood, you vowed to never let another child be forgotten and left behind. For this reason, you aim to be a teacher, and to have a large, close-knit, and happy family. You get out of your childhood home as soon as you possibly can, and move into the dorms at University, determined to be a huge part of campus activities. You find lots of friends, and a lot of fun, but you never forget your original aspiration and your studies. After graduation, you jump into your chosen career with gusto, and immediately marry and start a family. Your children will never want for anything, and they will always be the best at whatever they choose to be.
Town: Britechester (Gibbs Hill)
Lot Traits: Study Spot, Good Schools, Child’s Play
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Overachiever, Family Oriented
Aspiration: Academic
Career: Education (Professor)
Gen 31 Goals:
- Complete the Academic Aspiration on main sim.
- Complete the Education career in the professor branch.
- Skills to be maxed: Research & Debate and Parenting. (on main sim)
- Marry someone you meet at college. The wedding should take place right after graduation.
- Have at least three children, and have high relationships with each. Push them to be over-achievers, and have each child join in after-school activities.
- Each child must get at LEAST three positive Parenthood traits upon aging into Young Adulthood, and have an “A” in school.
- Your heir’s traits will be: Self-Absorbed, Creative, and Party Animal; and their aspiration is Party Animal.
Generation 31 Lots:
Gen 32: Setting the Trends (2000s)
Your parents always wanted the best for you, and an almost too-perfect childhood only made you crave the spotlight even more. As a child, you are drawn to fashion, and the glitz and glamour of the runway. Once you’re all grown up and can shed the burden of a family that always seemed to expect too much of you, you immediately start setting the trends. Seeing your designs in the bright lights is your dream come true. You find celebrity love and begin to dress up your kids in the type of clothes you wish you had always had.
Town: San Myshuno (Fashion District)
Lot Traits: Party Place, Home Studio, Natural Light
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Self-Absorbed, Creative, Party Animal
Aspiration: Party Animal
Career: Stylist (Trendsetter)
Gen 32 Goals:
- Complete Party Animal Aspiration on main sim.
- Complete Stylist Career in the Trendsetter branch on main sim.
- Skills to be maxed: Writing, Charisma, Painting, Photography, DJ Mixing. (all on main sim)
- Meet, woo, and marry a celebrity.
- Must have at least one child.
- Make sure to give everyone in the household makeovers every time they age up, and each household member should have at least two outfits for each outfit category.
- Your heir’s traits will be: Genius, Geek, Loner; and their aspiration is Computer Whiz.
Generation 32 Lots:
Gen 33: Hack the Planet (2005s)
Being in the limelight was never your thing. You grew up with your parents being obsessed with it, and you quickly soured to it. You spend all your time in your room on your computer, finding ways to get into trouble. Once grown up, your experience in computers netted you some great opportunities to start your own business, and you took them and ran with it. Finding love, however, wasn’t as easy. You struggle to find a mate, and have two failed fiancés before you finally find one that sticks with you.
Town: Oasis Springs (Parched Prospect)
Lot Traits: Fast Internet, Penny Pixies, Gnomes
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Geek, Loner
Aspiration: Computer Whiz
Career: Tech Guru (Start-up Entrepreneur)
Gen 33 Goals:
- Complete Computer Whiz Aspiration on main sim.
- Complete Tech Guru career in the Start-up Entrepreneur branch on main sim.
- Skills to be maxed: Programming, Logic, Video Gaming. (on main sim)
- Meet and woo at least two separate partners who get engaged to you, but later break it off before you find “the one” that stays with you.
- Have at least one child.
- Your heir’s traits will be: Adventurous, Proper, Active; and their aspiration is Extreme Sports Enthusiast.
Generation 33 Lots:
Gen 34: Adrenaline Junkie (2010s)
You grew up surrounded by technology in a fast-paced world. This became a way of life for you, and you embrace the adrenaline rush that the speed of life gives you. When you hear about Mt. Komorebi, you know you’ve found your new home. You find a job just to pay the bills, but immediately regret the long hours forced on you by Corporate America. Somehow you find ways to slack on the job and still get promotions, and you take as much time off as you possibly can – spending all your free time on the slopes of the mountain. You marry someone who is a part of your climbing group, and after watching the fun that other parents are having with their children in the white wonderland, you and your mate resolve to fill your home with happy voices.
Town: Mt. Komorebi (Yukimatsu)
Lot Traits: Fast Internet, Bracing Breezes, Teen Neighborhood
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Adventurous, Proper, Active
Aspiration: Extreme Sports Enthusiast
Career: Salaryperson (either branch)
Gen 34 Goals:
- Complete the Extreme Sports Enthusiast aspiration on main sim.
- Complete the Salaryperson career in either branch.
- Purchase the Professional Slacker, Entrepreneurial, and Mentor Reward Traits on main sim.
- Keep your vacation days at 0 – in other words, when you get one, use it.
- Master the Rock Climbing, Fitness, and either Snowboarding or Skiing (or both if you’re an over achiever!).
- Marry someone you meet on the mountain and have at least 4 children.
- Teach your children to ski or snowboard (each child can pick what they like best) by mentoring them on the slopes. All must have at least level 6 in one or the other before they turn into a Young Adult.
- Same sex-marriage is now legal.
- Your heir’s traits will be: Self-Absorbed, Outgoing, Squeamish; and their aspiration is Super Parent.
Generation 34 Lots:
Gen 35: The Age of the Cyber Web (2015s)
You grew up connected to the slopes of Mount Komorebi, immersed in the white world it offered your family. However, nature isn’t your idea of a good time. All the creepy critters out there can keep their pristine white world, for all you care. The perfection of your seemingly idyllic family becomes ingrained, and your easy access to the rest of the world through the web causes you to fall head over feet into the trap of technology. You love being connected and having everything at the tips of your fingers. You love social media and making videos for viewers. Your obsession with perfection turns into a need to have the perfect family and perfect life, even in it means being dishonest to portray it to the world. Now that you are an influencer, you have the world watching your every move, and you do whatever it takes to make sure that they only see your “good side”.
Town: Brindleton Bay (Whiskerman’s Wharf)
Lot Traits: Fast internet, Sunny Aspect, Child’s play
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Self-absorbed, Outgoing, Squeamish
Aspiration: Super Parent
Career: Social Media (Internet Personality)
Gen 35 Goals:
- Complete Super Parent Aspiration on main sim.
- Complete the Social Media Career in the Internet Personality branch on main sim.
- Skills to be maxed: Charisma, Media Production, Parenting. (on main sim)
- Become a famous influencer with a large following.
- Post your every move on social media.
- Have the “perfect” family…. at least on camera.
- Grow to hate your spouse but never divorce.
- Have at least two children.
- Your heir’s traits will be: Materialistic, Good, Dancing Machine; and their aspiration is Mansion Baron.
Generation 35 Lots:
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
Updated: 1/16/25
Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 26: Protest, Activism, & War (1970s)
You grew up around animals, ignored by the parent that should have loved you, and instead only loved anything with fur. Your parent felt their life goal was to save every single pet in the entire universe, which seemed a silly sort of goal. Rather, you decide you want to help a more worthy cause – the environment. You can see how the planet has become industrialized and dirty. All you want in life is to save the planet before things get any worse. The Vietnam War only solidifies your ambition. You believe that everything should be natural and that you must pull away from the processed world entirely. You leave your hometown and move closer to the volcano and the only “wild” area left in the Sulani Islands. You feel deeply, spiritually, connected to the Islands, and you swear you can feel the presence of the ancestors all around you, approving of your crusade.
Town: Sulani (Lani St. Taz)
Lot traits: Great Acoustics or Oceanic Paradise, Island Spirits, Sunny Aspect
Lot Challenges: Off The Grid
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: High Maintenance, Vegetarian, Snob
Aspirations: Inner Peace (and/or) Self-Care Specialist (and/or) Zen Guru
Career: Conservationist
Gen 26 Goals:
- Complete Career on main sim.
- Complete at least one of the listed Aspirations on main sim.
- Max the Guitar, Fitness, and Photography skills (on main sim)
- “Save Sulani” by keeping it clean and the trash picked up. (The islands must be pristine by the time the heir moves out.)
- Marry a mermaid. (Or have the sim you marry become one through the use of Mermadic Kelp – which can be bought on the Rewards store for 500 points.)
- Have at least three children.
- Your heir’s traits will be: Art Lover, Horse Lover, and Foodie; and their aspiration will be Expert Nectar Maker.
- Starting in the 1970s, Tiny Homes started to become a thing. Use at your discretion.
Generation 26 Lots:
Community Lots Unlocked after this generation: Arts Center, Karaoke Bar
Gen 27: Nectar Valley (1975s)
You were brought up to love nature, and your parents expected you to follow in their footsteps as an activist for nature, but you felt your destiny lay elsewhere. A burgeoning nectar industry was growing in Napa Valley, California, and you couldn’t think of anything more idyllic than running a Nectary of your own, so you packed your bags and moved back to the mainland. Starting a nectary was hard work, but soon your love of parties and friends started bringing people from far away to try your nectars. Slowly, you began turning a profit – enough to afford a luxury you’d always craved… horses. You build a fancy barn and buy a fancy horse, and start competing in the local jumping circuit. Eventually, you even start a family, but inexplicably, your heir seems to see monsters in every shadow, despite the luxury they have grown up in, and you quickly grow apart.
Town: Chestnut Ridge (Rider’s Glen)
Lot Traits: Great Soil, Homey, Party Place
Lot Challenges: Wild Prairie Grass
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Art Lover, Horse Lover, Foodie
Aspiration: Expert Nectar Maker
Career: Running your own nectary and farm, selling nectar for profit
Gen 27 Goals:
- Your first job is to become human again (if you were born mermaid, which is likely). Take two Mermadic Kelp, and walk into the ocean.
- Main sim must max the following skills: Gourmet Cooking, Nectar Making, Charisma, Mixology, and Horse Riding.
- Grow all the crops for your nectar on your own farm, and have a cellar to age your nectars.
- At least once a week, throw a party (of any type) with your friends, and be sure to always serve some of your own nectar.
- Your main sim must have at least 10 good friends that are NOT a part of your household or family.
- Your main sim’s partner must get along with your family and be “respectable” (no evil or mean traits – interpret this as you will).
- Your wedding must be held on your Nectary property.
- When you can afford it, (and after you have had your first child), build a fancy barn, buy a “fancy” (not rescued or adopted) horse, and begin competing in local jumping competitions. (if you want, you can go back and finally get your main sim to complete the Championship Rider Aspiration).
- By the end of the generation, you must have at LEAST 25 sim-created paintings of Excellent quality or better, whether painted by someone in your family, your main sim, or bought elsewhere. (ex. plopsy, romance fest, arts district in Myshuno, sometimes can buy paintings in Sulani as well)
- Must have at least 2 children.
- Your heir’s traits will be: Paranoid, Socially Awkward, and Hates Children; and their aspiration will be Chief of Mischief.
Generation 27 Lots:
Community Lots Unlocked after this generation: Spa
Gen 28: Cold War Paranoia (1980s)
You were brought up to love nature, and your parents expected you to follow in their footsteps and take care of the family nectary, but you felt danger around every corner. Ferreting out the truth of the matter began to consume your every day, and before you, you knew your true calling was as a spy. You left home and your idyllic life at the nectary for spy academy and never once looked back. This was the time your country needed you, and yes, everyone WAS out to get you!
Town: San Myshuno (Arts Quarter)
Lot Traits: Private Dwelling, Gnomes, Mean Vibe
Lot Challenges: Cursed
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Paranoid, Socially Awkward, Hates Children
Aspiration: Chief of Mischief
Career: Secret Agent (Villain)
Gen 28 Goals:
- Complete Chief of Mischief aspiration on main sim.
- Complete Secret Agent Career in the Villian branch (it goes to level 11!)
- You must move to a different apartment in a different district in the city at least three times this generation, starting in the Arts District. The timing on this is completely up to you. I also leave which district you move to up to you in the middle, but aim to be living in Uptown at the end of the generation.
- Master the Fitness and Mischief skills on your main sim.
- Marry and have at least 1 child.
- Your main sim must spend very little time with their child(ren), and barely get to know them.
- Your child(ren) can have no more than three child-age friends each, and have to find new ones every time the family moves (becoming enemies with the old ones).
- Your heir’s traits will be: Creative, Perfectionist, Outgoing, and their aspiration will be Mt. Komorebi Sightseer.
Generation 28 Lots:
Community Lots Unlocked after this generation: You may now visit the Onsen in Mt. Komorebi
Gen 29: Bringing Modern In (1985s)
You barely knew your parents, and their constant suspicion and paranoia really grated on your nerves. All you really wanted was to settle down in one place, raise a happy family.. and perhaps be the change you wanted to see in the world. You believed times were a-changing, and you wanted to help others make positive changes in their homes and lives, too.
Town: Mt. Komorebi (Wakaba)
Lot Traits: Home Studio, Natural Light, Peace and Quiet
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Creative, Perfectionist, Outgoing
Aspiration: Mt. Komorebi Sightseer
Career: Interior Decorating
Gen 29 Goals:
- Complete Mt. Komorebi Sightseer Aspiration on main sim.
- Max career on main sim.
- Skills to be maxed: Painting, Photography, Charisma (on main sim)
- Do your best to make-over houses in the world, bringing the modern generation to the houses.
- Have at least 2 kids.
- Starting this generation, Computer Club afterschool activity is allowed.
- Your heir’s traits will be: Child of the Village, Nosy, and Cringe; their aspiration will be either Discerning Dweller or Fount of Tomarani Knowledge.
Generation 29 Lots:
Gen 30: Nosing Around the Neighborhood (1990s)
Your parents believed in light and goodness and that everyone really just needed a cozy place of their own to live in to be happy. You, on the other hand, knew better. Everyone had secrets and the juicier the secret, the more you wanted to know it. You found out quickly that you had a talent for weaseling your way in and finding out all the dirty little secrets people probably should keep hidden… and you make a living from it. Rising quickly among the ranks of journalism, you spend your life hunting down every secret that isn’t completely nailed down. (And if it’s nailed down, you’re only more determined to ferret it out!)
Town: Tomarang (Koh Sahpa)
Lot Traits: Convivial, Mean Vibe, Singles Hangout
Lot Challenges: Maintenance Troubles
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Child of the Village, Nosy, Cringe
Aspirations: Discerning Dweller/ Fount of Tomarani Knowledge
Career: Writer (Journalism Branch)/ Tenant
Gen 30 Goals:
- Complete Discerning Dweller Aspiration on main sim
- Complete Fount of Tomarani Knowledge on main sim
- Reach Level 10 of the Writer career in the Journalism Branch on main sim.
- Master Writing (main sim)
- Master Charisma (main sim)
- Master Mischief (main sim)
- Have at least one child, and ignore it (The child must be reared by spouse or nannies)
- Spend all your main sim’s time digging in garbage, finding out secrets, and even breaking into houses to spy on people. Feel free to use the StrangerVille bugs, and you can install a burglary mod if you’d like.
- Your heir’s traits will be Genius, Overachiever, and Family Oriented; their aspiration will be Academic.
Generation 30 Lots:
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
Updated: 1/16/25
Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 21: Chaos Versus Order (1939-1945)
The Depression finally ended, but things didn’t get better – instead, the world up and went to war again. You’d heard stories all your life about the antics of your great-great-grandfather in the first world war – but you wanted something different. You wanted to become a great leader. So you went into the Military as was expected, but you aimed to be an Officer so you could send more money home to your family. This also gave you a sense of prestige and power that you desperately needed after growing up in such a horrible state. Your family lives in base housing and you visit when you can.
Town: Copperdale (Plumbite Cove)
Lot Traits: Homey, On the Ley Line, Child’s Play
Lot Challenges: Gremlins
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Self-Assured, Neat
Aspiration: Bodybuilder
Career: Miltary (Officer)
Gen 21 Goals:
- Complete the Bodybuilder Aspiration on main sim (provided you live through the war).
- Max Fitness and Charisma (on main sim – or as close to max as you can get before a bad roll)
- Try to max your career – however, don’t stress too much if you can’t since leaving for the war will make this extremely difficult.
- To simulate the war, your main sim will again be moving out for periods of time while they are deployed. Nearly 40% of the US population were listed as casualties because of the war, so your chances of your main sim dying are much higher. Just like we did in WW1, have your main sim get their job, get married, and get the wife pregnant before the first deployment. Each deployment (for ease of play) works nearly the same way: this time, move your main sim out of the main household for 6 days, then back in for one, getting the wife pregnant again while home and rolling to see what happened to your main sim during their deployment (see below for roll information). Then, repeat the process. EACH time your sim is deployed, you re-roll to see what happens. For WW1, we had a total of three deployments, but for WW2, the war was longer, so there are more deployments. There are five deployments this time, with the last one being only 3 days like last time (this makes the total time the war is going 31 days.) Yes, this means you have to roll five separate times. For the roll: roll a ten sided die – a 1 or 2 means your sim died outright (move them back in and kill them however you wish); a 3 or 4 means they were wounded and are immune from any further deployments. Rolling 5 – 10 (a 0 on the die) means your sim is (at least physically) healthy and continues the pattern. Once the war is over, you have time to work on your main sim’s skills and career (provided they lived).
- Provide a safe and secure home for your children. All disobediences must be punished strictly.
- Have at least 4 children. (or as many of them as you can before your sims dies, if you happen to roll badly).
- Your heir’s traits will be: Self-Absorbed, Neat, Creative; and their aspiration will be Master Actor/Actress.
Generation 21 Lots:
Gen 22: Hollywood’s Golden Era (1950s)
You grew up on a military base in a strict household. You were expected to find a good career and make something of yourself. However, you wanted to act. You wanted your whole world to revolve around the Silver Screen. You move to the expensive side of Del Sol Valley and become an actor or actress. You rise in popularity and soon become one of the most sought after actors (or actress) of the decade.
Town: Del Sol Valley (The Pinnacles)
Lot traits: Penny Pixies, Good Schools, Celebrity Home (this last one is only unlocked once sim becomes famous – add this lot trait once your sim gets their third celebrity star)
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Self-Absorbed, Neat, Creative
Aspiration: Master Actress/Actor
Career: Actor/Actress
Gen 22 Goals:
- Complete Master Actress/Actor Aspiration on main sim.
- Complete Actor/Actress career on main sim.
- Skills to be maxed: Acting, Comedy, Mixology and Singing (on main sim)
- Become a famous actor. By the time your heir moves on, have your main sim get all five stars as a celebrity.
- Marry five times. Divorced three times, widowed once (kill off this sim however you wish). One spouse outlives you and ends up taking care of the kid.
- Have one child, and ONLY one child, unless you “luck out” and get twins or triplets. You may choose which of the three surviving spouses the heir will come from as you wish. (Do not pick from the one that dies, or the one you stay married to until your death).
- Your heir’s traits will be: Loner, Romantically Reserved, and Socially Awkward; their aspiration will be Five-Star Property Owner.
Generation 22 Lots:
Gen 23: Seeking Obscurity (1955s)
After being stuck with a Celeb for a parent, you had no desire to EVER be in the limelight again… but you knew that you’d have to support yourself somehow. So, you took your inheritance and ran with it. You bought a lovely big home, and subdivided it into apartments with the intention of being the best landlord there ever was. The problem? You’ve never been the best at social situations. So you dive into your ability at handiness, and vow to at least make sure that everything in your tenant’s units is at least working right all the time, even if your love life isn’t…
Town: Ciudad Enamorada (Plaza Mariposa)
Lot traits: Private Dwelling, Peace & Quiet, Homey
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Loner, Romantically Reserved, Socially Awkward
Aspiration: Five-Star Property Owner
Career: Landlord
Gen 23 Goals:
- Complete the Five-Star Property Owner aspiration on main sim.
- Master Charisma (main sim)
- Master Handiness (main sim)
- Find someone and get married (do not have to STAY MARRIED).
- Have children until you have 1 boy to be heir – the heir does not have to be born to your first marriage, nor even in wedlock.
- Spend as much time with your heir as possible, and become the very best of friends with them.
- The heir must maintain a “best friend” relationship with their main sim parent, even after this sim is divorced and is living out of the main household.
- When your heir moves out, the main sim WILL move out with them, and live the remainder of their life with the next generation.
- Your MALE heir’s traits will be Active, Bro, Ambitious; and their aspiration will be Serial Romantic.
Generation 23 Lots:
Gen 24: Wrapped up in Sports (1960s)
Your parents never seemed to get along, but at least one of your parents was ALWAYS there for you. They were almost always home (if they weren’t fixing the neighbor’s water heater) and they came to every sporting event you were in, cheering you on. Before long, with their support, you began to have dreams of greatness, and vowed to pursue a career in Athletics. Even after moving out on your own, this parent and you stay in touch and they inspire you to be one of the “greats”.
Town: Copperdale (Prescott Square)
Lot traits: Bracing Breezes, Sunny Aspect, Good Schools
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Bro, Ambitious
Aspiration: Serial Romantic
Career: Athlete (Pro Sports)
Gen 24 Goals:
- One way to play this generation would be sending your sim to University, and have them join the sports team there, then get into the Athletic career and “start” the generation only after they’ve graduated, but I leave this choice up to you.
- If you do decide University is for you – have your sim live at their parent’s home while they study, and commute to classes and sports games. Once graduated, then move to the new home area, pick out the correct Lot Traits, and truly begin the generation.
- If you skip University – start the generation as you do normally: move to your new home, set Lot Traits, get your career, etc.
- Complete the Serial Romantic Aspiration on Main sim.
- Complete Career on main sim.
- Skills to be maxed: Fitness, Charisma (on main sim)
- Never marry, but have LOTS of girlfriends or boyfriends (or both?). Continue to have children as a result of one night stands until you have a girl and dote on that girl, mostly ignoring any other children.
- Your heir must be female and have the traits: Cheerful, Unflirty, and Cat or Dog Lover (your choice); while aspiration will be Friend of the Animals.
Generation 24 Lots:
Gen 25: Raising the Hackles (1965s)
You grew up in a supportive single-parent environment, with pets that you adored. Because of this, you couldn’t help but focus on animals. You love them all and want to save them all. Your entire focus is on the animals, leaving your social skills with people floundering in the dust. You try to make friends and find love, but your idea of finding companionship always requires you to be at the bottom of a bottle to get up the courage. You have a child but it is a result of a drunken one-night stand that you wish you could forget. Hence, you hire help, and go back to helping the animals instead.
Town: Brindleton Bay (Sable Square)
Lot traits: Breeding Grounds, Training Ground, Pet (you choose cat or dog) Hangout
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Cheerful, Unflirty, Cat/Dog Lover (your choice)
Aspiration: Friend of the Animals
Career: Own a Vet Clinic
Gen 25 Goals:
- Complete Friend of the Animals aspiration on main sim.
- Skills to be maxed: Pet Training, Logic, and Veterinarian (all on main sim)
- Own and run a highly rated vet clinic.
- Have at least three pets at all times.
- Never marry – you are too busy with your vet clinic and your pets for romance. Your main sim’s attempt at romance is a series of one-night stands. Never have a girlfriend or boyfriend, either. The romance always falls apart before your sim gets that far.
- Have a child by one of these one night stands – this will be your only child (unless, of course, it’s multiples). If your main sim is a male, you can have the mother move in until after the baby is born. As soon as the baby is born, the mother must again move out.
- Your child is mostly ignored by you, and is raised mostly by nannies and babysitters.
- Your heir must be FEMALE, and their traits will be: High Maintenance, Vegetarian, and Snob; their aspiration will be one of three: Inner Peace, Self Care Specialist, or Zen Guru (your choice).
Generation 25 Lots:
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42
Updated: 1/16/2025
Once you’re ready to play, grab a copy of my Timeline Adventure Challenge Tracking Spreadsheet to track your progress!
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 16: Country Living (Victorian Continued – 1890 AD – 1900 AD)
Your parents were obsessed by the supernatural, and their travels to different haunted houses all the time sparked an intense desire in you to be home with your family. Your parent moves with you when you move out, convinced that the best thing they could do is be there while you start your family. The bucolic farm life calls to you, and you throw yourself into raising animals, caring for your land, and spending time with your growing family.
Town: Henford-On-Bagley (Old New Henford)
Lot traits: Great Soil, Peaceful and Quiet, Homey
Lot Challenges: Off The Grid, Wild Foxes, Simple Living
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: None.
- Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
- Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Animal Enthusiast, Loves Outdoors, Family Oriented
Aspiration: Country Caretaker
Career: Self-Employed Farmer
Gen 16 Goals:
- Your last generation’s Main Sim will be living with you. Make sure you provide them a small apartment, and keep a close relationship with them.
- Complete the Country Caretaker Aspiration on your main sim.
- Max the Gardening, Fishing, and Cooking skills on your main sim.
- Max Knitting, and Cross-Stitching skills. (does not have to be on main sim)
- Have at least 3 children.
- Own at least one cow, two Llamas, 6 chickens, and maintain a large selection of plants in your garden.
- Build a Pond somewhere on your property and stock it with various types of fish.
- Build a Family graveyard to bury your parent (when they die).
- Your heir’s traits will be: Active, Goofball, and Loves the Outdoors, and their aspiration will be a choice between Jungle Explorer and Archaeology Scholar.
Generation 16 Lots:
Gen 17: Into the Tombs (Edwardian 1901 AD – 1910 AD)
Your parents doted on you and their farm. They instill in you a desire to travel the world and study what came before. Hiring a caretaker to care for your home, you begin travelling to distant lands and learning about ancient cultures. You uncover old artifacts and learn a new language. You fall in love with someone from far away but they die long before their time is up and leave you to raise your child with only the help of your caretaker.
Town: Willow Creek (Courtyard Lane)
Lot traits: Sunny Aspect, Homey, Bracing Breezes
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: None.
- Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
- Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Goofball, Loves the Outdoors
Aspiration: Archaeology Scholar and/or Jungle Explorer
Career: Self-Employed Archaeologist
Gen 17 Goals:
- Complete One (or both) of the listed Aspirations on your Main Sim.
- Max the Archaeology, Fitness, and Selvadorian Culture skills on your main sim.
- Move in a townie or created sim of your choice to leave at home to care for home and family.
- By this generation, Electricity was starting to become more common. It’s still rare, but your family can afford to have your home hooked up – in other words, no more Off The Grid Lot Challenge!
- Must marry a native of Selvadorada.
- Have children until you have a boy – this will be your heir. (Yes, you can use carrots to “force” a boy on your first child if you want.)
- Spouse must die shortly after the boy child is born, preferably during his toddlerhood. After this, have your main sim become distant with all the children.
- Explore the entire jungle in Selvadorada.
- Your heir must be male and their traits will be: Active, Good, and Self-Assured, and his aspiration will be Big Happy Family.
Generation 17 Lots:
Gen 18: The War to End All Wars (WWI – 1914 AD – 1918 AD)
When you were a teenager, the world up and went to war. One of your parents died young and the other never properly mourned their loss. You had a few friends but no one to really lean on. You felt abandoned and the discipline and brotherhood of the military seemed to call to you. You loved your country and wanted fight for the cause, enlisting as soon as you were able gladly. As for love, you fell in love shortly before heading off to war and the two of you married quickly, conceiving your first child before shipping out. When you arrive home from the war, you have some personal demons to fight through, but your big family from the times you were home on leave is there to help you through. However, jobs are scarce and supporting all those children is expensive, causing you to emigrate to the New World in search of better times ahead.
Town: Newcrest (Bridgeview)/San Myshuno
Lot Traits: Homey, Good schools, On the Ley Line
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: None.
- Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
- Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Good, Self-Assured
Aspiration: Big Happy Family (does not need to be completed during this generation)
Career: Military (Covert Operator) – do NOT need to Max this career, you will not have time.
Gen 18 Goals:
- Max the Fitness and Handiness skills on your main sim (provided he isn’t killed or wounded, obviously.) Your spouse must Max the Parenting skill.
- Go off to war for long periods of time – Move your main sim out of the house for 7 days, then, move them back into the household for 1 day to simulate “leave” (making sure to get the spouse pregnant again while home). Do this once again, to total 16 days, then move out for the final deployment of 3 days for a grand total of 19 days. For EACH deployment, roll a 10 sided die. If you roll a 1, your main sim didn’t survive the deployment – move him back in and have him die of whatever method works the best for you. If you roll a 2, he was injured during the deployment and moves back home permanently, skipping any future deployment. If your sim was injured, change his “Self-Assured” trait to “Gloomy” using either a re-traiting potion or the cas.fulleditmode cheat, and he will remain home during the rest of the war. Rolling any other number means your sims is just fine, and can continue with deployments until the end of the war.
- When the war is over (19 days after the first deployment starts) – have your main sim quit his military job (if he survived, obviously), and move the entire household to The Old Salt House lot in San Myshuno (Spice District) and build them a house. This simulates the entire family moving to the United States.
- Have at least 5 children (unless your main sim dies, obviously). If you haven’t had five yet by the time the war ends, keep trying.
- After the war, have your main sim become distant with his family, especially if he got wounded during the war.
- Your heir’s traits will be Evil, Mean, and Hot-Headed, and their aspiration will be Public Enemy.
Generation 18 Lots:
Community Lots Unlocked after this generation: National Park, Nightclub
Gen 19: Gangsters and Flappers (1920s)
You grew up in a time of war in a huge family. Sometimes food and other necessities were hard to come by. Things didn’t get a whole lot better after your family emigrated to the United States following the war. You turned to the streets in order to survive, falling into the wrong crowd and starting a life in the underground world. You obeyed no rules but your own, and eventually became the most fearsome mobster in the city.
Town: San Myshuno (Spice District)
Lot traits: Penny Pixies, Convivial, Party Place
Lot Challenges: None
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Evil, Mean, Hot-Headed
Aspiration: Public Enemy
Career: Criminal (Boss Branch)
Gen 19 Goals:
- Complete Public Enemy Aspiration on main sim.
- Complete Career on main sim.
- Max the Logic, Mischief, Fitness, and Charisma skills on your main sim.
- Become a mob boss. Use the club feature to create your own “mob”.
- Must throw parties to flaunt your power and money – at least one per week.
- Marry the child of an enemy.
- Your spouse hates you but will never leave you because they are terrified of you.
- Have at least 2 children.
- Starting this generation, you are allowed to follow your sims to High School – although you may want to give the High School and auditorium lots a makeover first.
- Also starting this generation: you may join all after school activities EXCEPT Computer club! (for obvious reasons)
- Your heir’s traits will be: Noncommittal, Family Oriented, Gloomy, and their aspiration will be Renaissance Sim.
Generation 19 Lots:
Gen 20: The Great Depression (1929 – Late 1930s)
Your parent was a notorious gangster, so you had never wanted for money or material goods. You move away, but, even then, money isn’t an issue, because your parents provide you with a generous inheritance. This all changes when the stock market crashes. Not only do you and your family lose everything, but you can also no longer keep a job for any length of time, and supporting your new family becomes next to impossible. Every Simoleon earned is a struggle. You are kicked out of your home, and the only place you can find to live is a horrible slum. Despite hating it, you know you must survive. Sticking together and hard work is the only way to do this so that your family can live on.
Town: Del Sol Valley (Mirage Park)
Lot Traits: None!
Lot Challenges: Grody, Filthy, Cursed, Off The Grid
Holidays:
- Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
- Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
- Fall: Halloween – Remembrance, Spooky Spirit, Trick or Treat, Mischief Spirit
- Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Non-committal, Family Oriented, Gloomy
Aspiration: Renaissance Sim
Career: Whenever you hit level 4 of a career, you must quit your job and find a new one (Exception: the first career you choose, you will go to level 5). You can never get promoted past this point. If you run out of options for a career from the following list, you can no longer get a job. Odd jobs are also allowed (although, you may want to restrict which ones you can do to the ones that don’t require modern technology). (Allowed careers: Athlete, Business, Criminal, Culinary, Entertainer, Painter, Writer, Gardener, Education, and all part-time Careers. I suggest NOT having your sim “work from home” in any career that allows this because that usually involves technology.)
Gen 20 Goals:
- Start this generation as usual, by moving out to a lot in the new area and building a home (do not start out with any lot traits!). Find a job in any of the above listed careers, then find a spouse and start your family. Do not add lot challenges yet!
- As soon as you are promoted to Level 5, the stock exchange crash happens. Immediately quit your job (this job is then crossed off the list of available jobs), bulldoze the house, set your money at 5000 Simoleons with a money cheat, and add in your new lot traits (listed above). All the riches your family had previously made are now gone and this is all the money you have to build your new home. (Do not expect a rescue from your parents, either – they lose everything in the crash, as well.) Your family will never recover the rest of the riches you had saved over the generations – you are starting completely over in the money department.
- Also: Yes, you read that right, once the stock market crashes, you are back to having no electricity again. I hated doing this to you guys, but keeping the lights on just wasn’t realistic. Add all listed Lot Challenges to your lot.
- One other thing: Prohibition was a thing in this time, so do NOT build or visit any commercial lots with a bar (unless designed like a speakeasy) and there are no bars allowed on your home lot.
- Your Main Goal: Survive this generation!
- Complete the Renaissance Sim Aspiration on your main sim.
- Your aspiration requires you to choose 6 skills to get to level 8. Take three of those to Max. For this generation only, you are free to pick what those skills are (barring the Mixology skill, of course)!
- Have at least 3 children (one must be a male to be heir)
- Your heir must be male and their traits are: Active, Self-Assured, Neat, their aspiration is Bodybuilder.
Generation 20 Lots:
V2.0 Main Page | Gens 1-5 | Gens 6-10 | Gens 11 – 15 (WIP)
(V1.0) Gen 11 – 15 | Gen 16 – 20 | Gen 21 – 25
Gen 26 – 30 | Gen 31 – 35 | Gen 36 – 39 | Gen 41 – 42