All rules from 1900s still stand with the following changes:
War Part 1: All male Sims who are a Teen, Young Adult, or Adult at the start of this decade, and all males Sims who become a Teen during this decade, must roll to see if they’re drafted for World War I. Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: On Wednesday in 1917, all males who are of age to adult) must individually roll for the draft. Any teen who comes of age before the end of 1918 must also roll as soon as they are old enough. Remember, “of age” in this era is 14 years old (Teen + 17 days). Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Men who are on “active duty” (living in the military lots) are either moved back home, or invited home for their 24 hours of “Leave” after each deployment. They then roll for their next deployment and head back to the military lot.
World War I Rolls for Males
Wed 1917 – April 1919
The Draft: On Wednesday of 1917, all eligible males aged 14 (teen + 17) – 47 (Elder) must roll an eight-side die: (results at right) Teens coming of age during the war must also roll for the draft on their 14th birthday. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Deployment #1:
Wed. 1917: 8 am – Sun. 1918: 8 am
Deployment #2:
Mon. 1918: 8 am – Thurs. 1918: 8 am
Deployment #3:
Fri. 1918: 8 am – Tues. 1919: 8 am
For EACH individual deployment, roll a ten sided die: (results at right)
1 = Your sim did not survive, kill them off with MCCC 2 = Your Sim was injured during the deployment, and must roll when they get home, but are free from the next deployments. 3-10 = Your sim survived, and spends 24 hours at home before being deployed again.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the entire war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait – this includes divorced and widowed) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
World War I Rolls for Females
Wed 1917 – April 1919
Unmarried females (without the Erratic trait) from the ages of 14-47 (Teen + 17 and Elder) must roll a 10 sided die on Wed 1917 to find out how the war affects them. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 14 and 47 (Teen + 17 and Elder) on Wed. 1917 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas (but lose their job when they get home). (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Children:
Babies can now be fed with the bottle, and you do not need to hire a wet nurse if the mother dies. Males can now take care of babies and toddlers in the absence of a capable female caretaker.
Heir: If ALL the male Sims in your family die in the war (whether they are in the active household or have moved out), then (and only then) your oldest daughter’s husband can become the heir.
If he dies in the war, then move to the next oldest daughter’s husband. You must look at all the daughters who have moved out – the oldest daughter with a surviving husband must move with her entire family back into the active household and the husband will become the heir.
If you do not have a single male Sim left in all of your entire family, then you must have the oldest daughter remarry, and her new husband will become the heir (though he’s still got to go to war too). Keep going along this line of logic until you achieve a surviving male heir.
Health and Aging:
Rolling for death from sickness is now only required for elder sims. (See 1890 for directions)
Home/Building:
Drywall/Painted Walls are allowed.
Murphy beds are allowed.
Portable generators are allowed.
Education:
World War I lasted Early Summer 1914 to Late Fall 1918, but the USA did not enter the war until Early Spring 1917. If your Sim wants to attend university, they may do so after they have served active duty for a minimum of 1 deployment.
Career:
Young Adult/Adult/Elder male Sims are permitted the following careers after their term of service is up (and before the war years): Business (Management), Criminal (Boss), Critic (either branch), Culinary (Chef), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Military (Officer), Painter (either branch), Politics (Politician), Writing (either branch).
Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
Women are encouraged to participate in Political activism and protests (but cannot work in Politics).
Married female sims are still not allowed to work.
Widowed or divorced female sims are permitted to make money through freelancing (writing), gardening, painting, or woodworking. The only careers they may join are Education (either branch) or Entertainer (Musician).
Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
Odd Jobs: Permitted as long as the job is appropriate to era starting in 1915.
Children and Teens are now allowed to join the Scouting career.
Miscellaneous:
Soccer is beginning to gain popularity in the USA and is now allowed.
After 1915: Phones can now be used for chatting (pretend they are wall phones). No texting still.
Get Famous can now be enabled in Game Options. This means that the Celebrity-based Lot Traits are also available. (It does not, however, unlock Del Sol Valley.)
All rules from 1890s still stand with the following changes:
Home/Building:
Remove the Off-the-Grid lot trait.
Electricity is allowed, but only in the form of lighting.
Indoor plumbing is allowed. However, still only bathtubs, no showers.
Upholstery is allowed.
Wallpaper is allowed.
You may use the GrammyFone Old-Fashioned Music Player (in the stereos section of Electronics) for music. Allowed music styles are Lullabies, Classical, and Baroque.
Career:
Male Sims are permitted the following careers: Business (Management), Criminal (Boss), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Military (Officer), Politics (Politician), Writing (either branch).
Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
Married female Sims are not permitted to work.
Widowed or divorced female sims are permitted to make money through freelancing (writing), gardening, painting, or woodworking. The only careers they may join are Education (either branch) or Entertainer (Musician).
Part-time work: Men can be a fisherman or a manual laborer. Women can be a babysitter or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
Miscellaneous:
Your Sims can now go on vacation.
Show Jumping competitions are now okay for horse enthusiasts.
Sims may only have a relationship with and marry the opposite gender.
Sims may only marry within their own ethnicity/race.
Sims must only “Try for Baby” and risky “Woohoo.”
Teenage sims cannot “Mess Around”, “Try for Baby” or risky “Woohoo” until after marriage.
Sims cannot get a divorce unless one of them commits adultery (in this case, flirting with another sim in front of the spouse).
Female children move out only once they are married (and their dowry is ready)
Males can move out by themselves on their “move out date” (rolled by the earlier chart) if they roll to be unmarried (and their inheritance is ready).
Children:
No using foods to influence the gender of the babies.
When your female sim gives birth, roll two six sided dice for each baby. If you roll doubles, the baby did not survive the birth – this is about a 16.7% chance. Then, roll the two dice again. If you roll two ones, the mother dies in childbirth. (irregardless of whether the child(ren) lived or died) This is about a 2.7% chance.
Births must occur at home.
Babies can only be fed through breastfeeding and not by bottle (unless the mother died – in which case, you need to hire a “wet nurse”.) Create a female sim (or move in a female townie and subtract 100 simoleons per day to pay her “wages”. She may be moved out once the babies are children.) On a related note: there must be a female that is at least a teen in the home to care for children until they are at least child age. See above for creating/moving in a caretaker if the mother dies.
Heir: Only male heirs are allowed. If there are no sons, then the eldest daughter’s husband may become heir.
Adoption is only allowed in the case of “neglected children” or orphans, and an adopted child can never be heir.
Health and Aging:
If you notice that your sim has become sick, roll a twenty sided die. Rolling a 1 means they didn’t survive the illness. Use MCCC to kill them off using the “exhaustion” death.
Only home remedies, no ordering medicine.
Once your sim reaches the Elder life stage, on each birthday, roll a six sided die. See “death rolls” for the difficulty chart.
Home and Building:
Use the Off-the-Grid lot trait for this first decade. This WILL mean filling your fridge with ice to keep food cold, and very limited stove usage. – including no birthday cakes.
No electricity. Use candles or lanterns to light up the house.
Outhouses required – no toilets in the home.
Sims can only take baths, no showers.
Only one kitchen sink (no bathroom sinks).
(Both the sink and the tub would have been filled with water from an outside well or pump.)
Only wooden furniture is allowed in the house.
Wooden floors and walls. No drywall or wallpaper. Rugs are allowed.
Buy the cheapest/oldest stoves, fridges, counters, etc. No other kitchen appliances are allowed besides a stove, a grill, and a fridge.
Paintings styles allowed are Landscape, Classic, Impressionism, and Realism. Kids’ drawings can only be hung in the kids’ rooms.
Not allowed: coffee and tea brewers, DJ equipment, earbuds, kids tablets, thermostats, and anything else that obviously wasn’t around in 1890!
No holiday decorations (with the exception of indoor decorations around winter holidays).
A small, personal greenhouse for your home is allowed, but large commercial farm greenhouses are not.
Education:
Elementary school is mandatory, but high school is optional.
High school has a fee. It costs §1,000 for every Teen going to school (money cheat). If you haven’t paid for that teen to go to school, then they must stay at home.
University: Men and women may attend university as a young adult or adult (before or after they move out and get married).
All majors are allowed except Culinary Arts, Computer Science, and Psychology.
Student loans are not allowed, but scholarships are.
No kegs, no juice pong, no robotics.
Careers and Money:
Men can only have the Criminal (Boss), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Military (Officer), Politics (Politician), Writing (either branch) career. Men can also choose to stay home and make money through woodworking, painting, or gardening.
Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
You can open a retail store or a restaurant only if you have enough money.
Women take care of the children, tidy the house, and cook. They can also help tidy the garden (but not do full-scale “farming” – i.e. large gardens), and go jogging or knit for fun.
If a woman becomes widowed, then (and only then) she may earn money through freelancing (writing), gardening, painting, or woodworking. If she becomes divorced, then she can also join the Entertainer (Musician) career.
Part-time work: Men can be a fisherman or a manual laborer. Women can be a babysitter or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
Miscellaneous:
Your sims cannot go to festivals or city events with the exception of Cottage Living events.
Your sims may not throw any events besides weddings.
If your family can afford it, then you may hire a butler or maid. However, you cannot hire a Nanny.
No fitness or wellness equipment allowed. Sims may work on these skills without equipment. No soccer – it was not popular in the USA at this time.
Vacations are not allowed, but camping is.
Archeology became more prevalent in the mid 20th century, but did exist in the 1800s, so you can travel to Selvadorada from the beginning (but keep in mind this would be incredibly rare, and definitely not a family vacation opportunity).
Veterinarians for house pets were not common – you may have a pet dog or cat, but you cannot take them to the vet if they are sick, and you cannot spay/neuter them. Small pets were not yet kept in the 1890s. Also, no pet clothing is allowed.
All laundry must be done with a wash basin and a clothesline.
Playground equipment, play dates, and ball pits were not yet invented, and are therefore not allowed.
Volunteering is allowed for the women and children.
Skiing is allowed, snowboarding and rock climbing are not.
Sims may enjoy naturally occurring hot springs, but no making in-home hot springs or tubs.
Horses are unlocked from the beginning, as well as Endurance competitions.
Miniature Sheep are unlocked from the beginning, but mini goats are not (see main rules for why).
Modified by IllusoryThrall Updated through the 2020s and Horse Ranch Last Update: 8/12/23 Share your creations on The Gallery with the hashtag #DecadesChallenge
Warning: This is a challenge meant for mature audiences! I am not putting an age limit on it, but this challenge may not be for you if any of the following are true:
You don’t like your sims dying.
You don’t want to confront historical realities like racism, gender stereotypes, war, and other tough social issues.
You don’t use mods at all. (CC is optional, MCCC as a mod is not)
You’re not looking for a complex, rules-heavy, long challenge.
So.. that being said, I would imagine you have already heard of the Decades Challenge before. It’s been around for quite a while, and is basically taking one family from the 1890s to present day while trying to experience history as it was then. It’s terribly hard to get game play or even the rules to be completely accurate, but myself – and all the other people who have worked on this challenge – have tried very hard to make it as accurate as possible. This version is an adaptation on the base rules by CuteCoffeGal (who has done an AMAZING job, by the way), adding in a whole lot of random rolls and challenges or problems for each decade. I used a couple other Decades-like challenges, and some of my own ideas. Also of note: this is the history from a Caucasian American perspective. If you’re looking for another perspective, read on and check out some of the other links I have included in this first page.
Your military family and their push to get you to achieve became a way of life for you. You felt a pull to go a different direction with your life, however, and you want to work with your hands and make a real difference in the world. School was never an issue for you, and learning new things was a breeze. As you set out on your own, you adopt a more bohemian lifestyle, and spend as much time as possible making a difference in your hometown.
Move to Evergreen Harbor and get your neighborhood to a “Green” state.
Get four active Neighborhood Action Plans (preferably ones that help the neighborhood go “green”.) If needed, turn back on the NPC voting and footprint effects in game settings. You are welcome to turn it back on after this generation if you want.
Try to unlock all fabrication recipes (including ones from whichever branch of Civil Designer you chose)
Master Fabrication and Juice Fizzing skills
Try to get to the top of the Freelance Maker career (you’ll know you’re there when you get the award) and finish the Master Maker Aspiration before you quit to join the Civil Designer career and your second aspiration.
It might be a good idea to attend University again this generation (you could do the Freelance career to make money while attending classes), but I will leave that choice up to you.
The heir must get a fisherman job and get to level 3 in it before getting their official career as a YA. (Cannot take this job while in high school, so either graduate early, or spend some time in this career before getting the main career)
Get the Health Food Nut Lifestyle
Generation Twenty-Seven: Lime
You decide to break the family pattern, and you actually just want to really reconnect to nature. Your parents support your decision, but would prefer you stay at home. After some thought, you decide to set out on your own instead. You find a plot of land far away from the city and you move there with the money you have saved from your teenage fisherman job, but nothing else. With just a plot of land and the clothes in your suitcase to your name, you immediately get to work. You’ve goals to work on, and a house to build, although you are definitely conscious of your carbon footprint, so it’ll be a small house.
Career: Part Time Fisherperson (teen-YA), Gardener (either branch YA-elder)
Goals:
Start your sim with just enough money to buy the land.
Use the “off the grid” Lot Trait for this generation (Cannot own a TV, computer, or other electronics)
Build a Tiny Home
Get to level 3 (as mentioned in previous gen) in Fisherperson career BEFORE switching to the Gardener Career.
Master the Gardening, Fishing, Flower Arranging, and Herbalism skills.
Master all three aspirations (if you need to, using a youth potion is allowed)
Do not have a child until a minimum of ten days from turning into an elder.
Collect all of the Magic Beans from the rare plant seed packets, and turn into a plantsim at some point during the generation
Complete the Fish, Gardening (as much as possible), Insects and Frog collections.
Get the Technophobe Lifestyle
Generation Twenty-Eight: Gold
Your goal in life is the absolute opposite of your backwards parent. Living in a tiny house, eating vegetables, and always paying attention to your surrounding world and environment is not for you. Living paycheck to paycheck and off the proceeds of your farm is even more not your thing. You want money. Lots of it. And a home that shows exactly how much money you have made. To this end, you join the Acting career, and dedicate your life to the job and the celebrity. You move to Del Sol Valley, and are soon turning heads everywhere. You choose to adopt for the boost to your reputation rather than for the child, but you are sure they will be well cared for – you are, after all, paying for just that.
Traits: Self-Assured (this used to be Self-Absorbed, but you cannot take that as a child – if you want to switch to this later in life, feel free), Materialistic, Hates Children
Aspiration: Fabulously Wealthy, Mansion Baron, Master Actor or Actress
Career: Acting
Goals:
Finish all three aspirations. If you need more time, youth potions are okay.
Master the Charisma and Acting skills.
Attend the award ceremonies whenever they happen.
Become a level five celebrity.
Build a mansion in Del Sol Valley (up on the celebrity hill) and zone it with the Celebrity home lot trait (when you get your celebrity up high enough to warrant it, that is.)
Make sure there’s room in your home for hiring a live-in butler.
Make sure you’re seen in the hottest spots in town every weekend, and sometimes during the week, too.
Eat Healthy and work out to keep your body in good shape – but not so healthy that you end up eating like your parents did.
After you hit adulthood, adopt a child, and make sure it is well cared for with nannies and butlers.
Generation Twenty-Nine: Wood
You were regarded as a status object while growing up, and it was obvious your parent had no time for you or care for your thoughts and feelings. However, you found friends in the house’s staff, and grew up loved and cared for – if not by your actual adoptive parent, at least you had the love of someone who counted. The huge, expensive house you grew up in always felt cold and unwelcoming, so you spent most of your time in the staff’s area of the house, which was just the opposite – mostly because of the company. As you grew up, you knew you wanted to change the world one house at a time. Making your client’s homes exactly what your childhood mansion could never be was your ultimate goal. Once you hit adulthood, you dedicate yourself to raising a family with your spouse, and you encourage your child(ren) to be the very best at whatever they set their mind to.
Traits: Good, Creative, Outgoing
Aspiration: Successful Lineage
Career: Interior Decorator
Goals:
Complete the Successful Lineage aspiration. Much like in generation Twenty-One, finishing this aspiration after the next generation takes over is perfectly fine, and still counts.
Master the Interior Decorator Career
Do your absolute best to try to make each client’s home their dream home, paying careful attention to their likes and dislikes.
Build yourself a warm and cozy home, perfect for raising a family. Concentrate on having areas to socialize and spend time with each other.
Once you hit adulthood (and not before), find a spouse of your choosing and raise a family. You must have at least one child (either naturally or by adoption), and be at the Good Friends or higher relationship status with each of your kids.
Generation Thirty: Hunter Green
Your parents always wanted the best for you. For you, that meant doing something your illustrious family had never tried: creating a wholesome family farm to hopefully pass on to your children. You couldn’t think of anything better than giving your children something tangible, something that they could do to give back to the ailing planet earth.
Move to a large plot of land in Henford-on-Bagley (not in Finchwick, in other words – it needs to be at LEAST 30 by 40).
Complete the Country Caretaker Aspiration.
Max the Gardening, Cooking, and the Fishing skills.
Build up a full farm. This needs to include plenty of crops, an orchard, at least two cows, at least two Llamas, and at least two full coops of chickens.
Have both a bird tree and a rabbit hole on your property (after making friends with these animals in the wild), and have them help you with your gardening.
Build a pond on your land, and stock it with fish that you caught.
Win Each of the 8 Fair ribbons (even if it means bribing the judge!)
Have grown at least one Perfect Oversized Lettuce, Mushroom, Aubergine, Pumpkin, and Watermelon, and turn them into a decor item to preserve them!
Find and romance your perfect partner, and have at least 3 children (adoption is perfectly okay!). Keep your relationship high with all of your children, and involve them in the daily work of the farm: gardening, cooking, and caring for the animals.
Your parents were never home, and always seemed to have secrets. You bond with your nanny instead of them, and they teach you the value of hard work, love, and caring for your family. When you grow up, the last thing you want to do is walk around with your head in the clouds like your parents, and you vow to be a practical, productive member of society. You move far away from your parents, and end up living in the mountains near a ski resort. You are recruited by a local corporation, and quickly find a place you can really excel. You meet a local, and swear that love at first sight exists. When you’re not at work, you spend the rest of your time building a lasting, loving relationship with both your spouse and your children.
Traits: Romantic, Proper, Family-Oriented
Aspiration: Soulmate, Big Happy Family
Career: Salaryperson (either branch)
Goals:
Leave your home and family behind and move to the modern district of Mt. Komorebi
Master the Salaryperson career
Meet your spouse in a Mt. Komorebi district and designate one night a week as “date night” with them. Continue this tradition until either spouse dies.
Complete the soulmate aspiration, and get as far as you can in the Big Happy Family aspiration (it still counts if you finish this aspirations after the next generation has already taken over)
Have at least three children, and maintain a close bond with each of them.
Get the “Hungry for Love” Lifestyle
Generation Twenty-Two: Parchment (Cream)
You grew up in a loving and supportive home and were always pushed to be the best at whatever you tried. Your parent’s work ethic was inspiring, and you were determined to really make something of yourself. University seemed like the next logical step, and you studied for all you were worth. After graduating, you threw yourself into your new career, and were quick to make yourself a success. The only thing left was success in your personal life. You approach this with the same logic, finding your spouse working at a local library because you’ll have something in common – a love of books. Before long, you’re starting a family and working your way up the career ladder successfully. You stay close to your family, though, and you talk to at least one of them practically on a daily basis.
Traits: Genius, Bookworm, Ambitious
Aspiration: Academic
Career: Law and/or Education
Goals:
Live on campus during your terms at University.
If you attend Britechester, join the Debate Guild; If you attend Foxbury, join the Brainiacs.
After graduation, join your chosen career and move into your own home.
Marry a Librarian (or someone met at the library).
Have at least two children. Adoption is okay.
Maintain a “good friend” or better relationship with all of your siblings and your parents (if they’re still around)
Generation Twenty-Three: Magenta
Being the next generation to attend college was always expected of you. You tried to tell your parents that this simply wasn’t for you, but they wouldn’t hear of it. So, you went to college. You refused to live on campus, however, and you found an old house to rent. It didn’t occur to you to check the history of the house… until it was already too late. Unknowingly, you were drawn into the world of spirits – because this house was haunted. The entity that inhabited it wanted desperately to communicate… and you were the first target that was receptive to it’s pleas. As you got more and more interested in the arcane and trying to help this spirit, your studies suffered. Eventually, you quit college and launch a career as a paranormal investigator – to your parent’s chagrin. Despite their heavy disapproval, you forge ahead, becoming a success despite your parent’s misgivings. Eventually, you find a wife and start a family, but your heart remains in the spirit world, and your family life continues to suffer.
Traits: Your Choice!
Aspiration: Your Choice!
Career: Paranormal Investigator
Goals:
Go to college, and live off campus in a haunted house. (Which town is entirely up to you)
Meet Guidry and follow his instructions to become a paranormal investigator. (do NOT purchase the license from the reward store)
Once you become an Investigator, quit college and become disliked by your parents (or at the very least, estranged.)
Max the Medium skill and become a success at your career.
Save up enough points to buy the “Brave” trait from the store. (Feel free to use other aspirations to get there.)
Get married, and have at least one child to carry on the legacy.
Generation Twenty-Four: Snow (White)
Your parent was lost in arcane knowledge and talking to entities. Seances and candles were everywhere as you grew up. You shied away from all that, however, and found other hobbies. You love tinkering and building new things. However, your real love lies in the mountains. Your dream is to get to the summit, but hitting the snowy slopes is also in your idea of the perfect day. You move as close to the real action as you can get, and spend all your free time either in your workshop working on a robot to do all of your household chores, or out in the cold with your friends. Friendship turns to love in the mountains, and one of your Snow Bro group becomes your spouse.
Attend The distinguished degree program at Foxbury University.
Join the Bot Savants Club and get to rank 3
After graduation, join the Mechanical Engineer career. Work from home as much as possible so you can spend most of your days on the mountains or in your workshop.
As soon as you feel you can afford it, live in the mountain region of Mt. Komorebi to be close to where all the action is.
Create a Rock Climbing and Skiing or Snowboarding Club, and have one of your fellow club members become your spouse. As soon as your climbing skill is high enough, organize a Mountain Climb event each weekend.
Get to the summit of Mt. Komorebi at least once, and celebrate by building something on the lot at the top of the mountain.
Master the Robotics and Handiness skills.
Collect all 5 Forest Spirit dolls (not an actual collection)
Build and activate a servo – this servo can be passed down from generation to generation if you want, or stay with this generation’s family when your heir moves out.
Have or adopt at least two children.
Get the Adrenaline Junkie and Outdoorsy Lifestyles
Generation Twenty-Five: Olive
The boisterous, adventure-filled life your parents led always seemed purposeless to you. You dream of being a hero, and you join the military straight out of high school. When you hear about a mysterious crisis in the local town of StrangerVille, you immediately take action and move there to see what you can do. (-No Spoilers-) After saving the world, you celebrate by marrying a fellow military member, and starting a large family. You raise your children according to your core values – disciplined, polite, and overachieving.
Traits: Active, Self-Assured, Proper
Aspiration: StrangerVille Mystery
Career: Military (either branch)
Goals:
Move to StrangerVille right after your YA birthday and join the military career.
Complete the StrangerVille Mystery aspiration/storyline before picking out a military spouse.
Have a big family, at least four children. Again, adoption is okay.
Have all children get an “A” in school and high school, and get the Responsible and Good Manners traits from Parenthood.
The heir starts working on their aspiration as a teen, getting as much done with it as possible before becoming a YA.
Your parent was always there for you, and you love them for it, but by the time you grow up, you are more than ready to leave the smog of the city behind forever. You pack your bags and move to the seaside in Sulani, determined that you will make a difference in the world by cleaning up the islands. You get a job in the Conservationist career, and spend your free time cleaning up the island.
Traits: Child of the Islands, Child of the Ocean, Green Fiend (or Loves Outdoors without Eco Lifestyle)
Aspiration: Beach Life
Career: Conservationist
Goals:
Master the Conservationist Career
Starting from the Stage 1 Sulani (if you’ve lived here before in this save, use the “narrative.start_narrative narrative_IslandConservation_Stage_Starting” cheat to set the island to the right state), get the island all cleaned up and thriving (Stage 3)
Finish the Beach Life aspiration
Complete the Seashells and Buried Treasures collections.
Collect all 10 Underwater Photos (not an actual collection)
If you want, you can have your sim become a mermaid by either purchasing the Mermadic Kelp from the Reward Store, or finding it in the world, but if you do, make sure to get rid of the mermaid occult on your heir.
Marry an Island Elemental (also optional)
No restrictions on having children this generation, just make sure you have at least one to be your heir. (Adoption okay)
Get the Outdoorsy Lifestyle
Generation Seventeen: Prismatic
Growing up wild and free on the Islands of Sulani you learned to love the wild colors of the islands and it’s natives, and you become obsessed with using that rainbow of colors to make outfits. Your dream is to become a famous fashion designer, and to see people wearing your clothes on the street. You diligently apply yourself to learning everything about fashion, design, as well as painting your concepts, writing about them for magazines, capturing images of them, and talking them up to other sims. To keep up this high energy lifestyle, you become addicted to coffee, and caffeine fuels many an inspired night. This leaves little time for romance, and you end up adopting to fulfill your parents’ dreams of continuing the family’s legacy.
Traits: Creative, Outgoing, Loves Art
Aspiration: World Famous Celebrity
Career: Stylist (either branch)
Goals:
Master the Photography, Painting, Charisma and Writing skills
Get the “Single and Lovin’ It”, “People Person”, and “Coffee Fanatic” Lifestyles
Adopt at least one child
Never marry
Get the People Person Lifestyle
Generation Eighteen: Aquamarine
You take after your parent in your focus on social things, however you are not as focused on fame. At least, not the same kind of fame. You measure fame in followers on your social media accounts. Each of your viral videos are your proudest moments in life.
Traits: Insider, Outgoing, Cheerful
Aspiration: Leader of the Pack, Party Animal
Career: Social Media (Internet Personality)
Goals:
Master the Social Media career – Internet Personality branch
Master the Media Production and Video Gaming skills
Finish both the Leader of the Pack and the Party Animal aspirations
Create a Club made up of your closest friends, and party with them at least twice a week. (Have at least five friends at “Good Friend” or higher.)
Marry and have at least two children.
Generation Nineteen: Cinnamon Spice
You grew up in the shadow of your famous family, and always knew that just wasn’t for you. Your tendency towards being clumsy makes you feel awkward in any social situations. You hide in your room or the local library instead – especially during your parent’s party nights – and you find fantasy worlds in your books. When you hear a rumor that the fantasy can be real, you jump at the opportunity. Becoming a Spellcaster gives you confidence you never thought you could have, and you find yourself winning duels and casting spells all over the Magical World.
Traits: Bookworm, Loner, Clumsy
Aspiration: Purveyor of Potions and Spellcraft & Sorcery
Career: None, or your choice. Suggestion: choose a type of Freelancing
Goals:
Move to Glimmerbrook as a YA
Become a Virtuoso Spellcaster (in any school of magic, or in all of them)
Learn all spells in your chosen school or magic (or all of them, if you want)
Learn all potion recipes
Complete the Magical Artifacts Collection
Meet your spouse by beating them in a duel
Have or adopt at least one child
Get the “Close Knit” Lifestyle
Generation Twenty: Indigo
You were brought up into the knowledge that magic is real, but spells and potions never really interested you. You spent your youth sneaking around and watching Star Wars on TV. Eventually, you figured that if magic were a real thing, why couldn’t your favorite show be real, too? Maybe it was your magic talent that willed the world into existence, maybe it was already there, but one day after you left your magic and your magical family behind, you find yourself in a world you only dreamed of before. You are eager to explore, and want to learn everything there is to know about this new world. Fearing repercussions, you never tell your family or friends about what you’ve found, and simply explain your frequent disappearances from the real world as “extended vacations”. Everything you bring back from your travels is locked behind a basement door, and, although you found your spouse in Batuu, you forbid them from ever telling your child about that world, selfishly (or sheepishly) wanting to keep it to yourself.
Traits: Geek, Active, Kleptomaniac
Aspiration: Galactic Privateer, Hope VS Order, Paragon of Hope, Enforcer of Order
Career: None, or your choice. Suggestion: choose a type of Freelancing
Goals:
Leave your spellcaster roots behind, and become human again.
Move to a different world other than Glimmerbrook (or Forgotten Hollow)
Make your own lightsaber
Build a droid
Complete the Lightsaber Parts and Batuu Records Collections.
Finish all four Star Wars aspirations
Build a basement in your house, with a secret locked room to hold all the things you bring back from your travels to Batuu.
Romance someone you met in Batuu
Have only one child, and let them be raised mostly by nannies
How to use this page (and all my challenge rules pages!):
Click on the green tabs above the purple rule box on each generation to find the goals. I have them separated into sections to make them easier to understand. If you’re trying to avoid spoilers, you DO NOT have to look at the next generation. All the information you need should be in each generation, including the traits and aspiration your heir will need! Above all, remember to have FUN!
Generation Twenty-One: Sky Blue
A hard-working Family-Oriented sim who lives in Komorebi and loves the local culture
Your parents were never home, and always seemed to have secrets. You bond with your nanny instead of them, and they teach you the value of hard work, love, and caring for your family. When you grow up, the last thing you want to do is walk around with your head in the clouds like your parents, and you vow to be a practical, productive member of society. You move far away from your parents, and end up living in the mountains near a ski resort. You are recruited by a local corporation, and quickly find a place you can really excel. You meet a local, and swear that love at first sight exists. When you’re not at work, you spend the rest of your time building a lasting, loving relationship with both your spouse and your children.
Generation Twenty-One Color:
Sky blue is a light, airy shade of blue reminiscent of a clear daytime sky. It evokes feelings of tranquility and openness. It represents tranquility, peace, and serenity, often associated with clear skies and open spaces. Sky Blue also symbolizes freedom and imagination. Psychologically, sky blue can evoke feelings of calmness and relaxation, reducing stress and promoting a sense of well-being. In art and design, sky blue is used to create a sense of openness and expansiveness, often employed to evoke a peaceful and harmonious atmosphere.
Generation Twenty-One Icon:
Packs Required:
Base Game
Snowy Escape (required)
Lovestruck (skills)
Adventure Awaits (skills)
World Goals:
You must live in the Modern District (Wakaba) of Mt. Komorebi.
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Sky Blue Gen house. Again, no cheats!
For funsies, try to meld modern style with Japanese style building. (optional)
Must have a treehouse for the kids, as well as a modular Jungle Gym (pick lot size accordingly!)
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Romantic
Proper
Family-Oriented
Aspirations to Complete:
Soulmate
Big Happy Family (this does not have to be completed while you're the main sim, it counts if you finish this aspiration after the next generation has taken over)
Career & Education Goals:
Education: High School education ONLY!
Career:
Salaryperson (either branch)
Skills to Master:
Romance
Papercraft
Lifestyles to Get:
Hungry for Love
Coffee Fanatic
Reward Traits to Buy:
Great Kisser
Beguiling
Seldom Sleepy
Super Mentor
Finding a Spouse:
Your main sim must meet their spouse in Mt. Komorebi.
Spouse Goals:
You must designate one night a week as "date night" for the two parents and must continue this tradition until death of one or the other.
Spouse must be as active in raising the children as the main sim.
Child Goals:
Your main sim and their spouse must have at LEAST three children.
Once a week, you must take the children to a Komorebi festival - which one is up to you.
All children must get good grades in school.
Both parents need to have at least a "good friends" relationship with all children at all times.
All children must have at least some skill in papercraft and be mentored by a parent.
Attempt to get as many positive parenthood traits as you can on each child. (Getting all five is optional, but a fun challenge!)
"Summer Camp" for the kids would be a great idea!
Each child must have an afterschool activity. (mods okay!)
Your Heir must take these traits:
Genius
Bookworm
Ambitious
Your Heir's Aspiration:
Academic
Other Goals:
Designate a "no shoes" policy for inside the home (use the shoes board sign, or shoe racks).
Papercraft is a long-standing tradition - teach it to your sims' children this generation!
Main sim (and spouse if they're still around) will be moving WITH your heir when they move out for the next generation!
Collections To Complete:
(None)
Un-Collections to Complete:
Try to collect all the different Papercraft creations!
Generation Twenty-Two: Cream
A genius bookworm who loves to learn. The only question.. to serve justice? Or aid other people in their quest to learn?
You grew up in a loving and supportive home and were always pushed to be the best at whatever you tried. Your parent’s work ethic was inspiring, and you were determined to really make something of yourself. University seemed like the next logical step, and you studied for all you were worth. After graduating, you threw yourself into your new career, and were quick to make yourself a success. The only thing left was success in your personal life. You approach this with the same logic, finding your spouse working at a local library because you’ll have something in common – a love of books. Before long, you’re starting a family and working your way up the career ladder successfully. You stay close to your family, though, and you talk to at least one of them practically on a daily basis.
Generation Twenty-Two Color:
The color cream is a pale yellowish hue that blends the warmth of yellow with the simplicity of white. It symbolizes comfort, elegance, and tranquility. Cream is often used as a base for skin tones in art and is neutral, calm, and relaxing. Cream has timeless appeal and ability to adapt to various styles and trends have made it a favorite among designers and consumers. In today's world, cream continues to be a popular and versatile color used in various applications, from interior design and fashion to branding and digital media. Its calming and sophisticated qualities have made it a favorite among artists, designers, and individuals seeking a color that exudes elegance and comfort.
Generation Twenty-Two Icon:
Packs Required:
Base Game
Discover University (required)
Outdoor Retreat (reward traits)
World Goals:
You must live in ON CAMPUS during university!
After graduation, move to a home somewhere in Britechester.
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Cream Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Genius
Bookworm
Ambitious
Aspirations to Complete:
Academic
Career & Education Goals:
Education: You will be getting a University Degree this generation!
Choose between: History or Language and Literature if you're going Law career.
Choose between: Psychology or Economics if you're going Education career.
Career:
Choose between: Law (either branch) or Education (either branch)
Skills to Master:
Research & Debate
Logic
Charisma
Lifestyles to Get:
-None-
Reward Traits to Buy:
Incredibly Friendly
Observant
Always Welcome
Free Services
Finding a Spouse:
Your main sim MUST marry an NPC Librarian!
This Librarian can be from any world, so don't be afraid to "shop around."
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Your main sim MUST maintain at least good friends and lovers relationships with your spouse at all times!
Child Goals:
Your main sim and their spouse must have at LEAST two children.
Adoption is okay!
Your main sim must maintain a good friends or higher relationship with all of your children at all times!
Your Heir must take these traits:
This gen... it's Your Choice!
Your Heir's Aspiration:
This gen... it's Your Choice!
(keep in mind, they will be a Paranormal Investigator)
Other Goals:
Join the Debate Guild if you are attending Britechester University.
Conversely, if you attend Foxbury, you must join the Brainiacs Club.
Other after school activities are up to you!
Your main sim must maintain a "good friend" or higher relationship with ALL of their siblings and parents (while they're alive).
Collections To Complete:
(None)
Un-Collections to Complete:
(None)
Generation Twenty-Three: Magenta
A hapless Paranormal Investigator where the career found them instead of the other way around.
You went to college only because it was expected. You refused to live on campus, however, and you found an old house to rent. It didn’t occur to you to check the history of the house… until it was already too late. An entity that inhabited it wanted desperately to communicate… and you were the first target that was receptive to it’s pleas. Eventually, you quit college and launch a career as a paranormal investigator – to your parent’s chagrin. You become a success despite your parent’s misgivings. Eventually, you find a wife and start a family, but your heart remains in the spirit world, and your family life continues to suffer.
Generation Twenty-Three Color:
Magenta is a striking color that lies between red and blue on the color wheel. It is often described as a rich blend of these two hues, resulting in a bold and eye-catching appearance. This color is not part of the visible spectrum of light, making it an extra-spectral color, which means it cannot be created by mixing other colors of light. Magenta is a rich color that possesses the beauty and charm of these two color wheel powerhouses. Associated with passion and power, there’s a great deal of intensity behind this striking color. From its purple undertones to its pink elements, magenta is inherently feminine. Most notably, it is referred to as a romantic color.
Generation Twenty-Three Icon:
Packs Required:
Base Game
Discover University (required)
Paranormal Stuff (Required)
Snowy Escape (heir traits)
World Goals:
You may NOT live on campus during University!
Pick a starter home in ANY world, and either fix it up or bulldoze and build your own as you go!
Building Goals:
Your lot MUST start the generation as a starter home. World choice is up to you.
(You can even PLACE a starter home somewhere if you wish... but it MUST be worth less than 20,000 simoleons!)
You WILL need to live in a Haunted House Residential this generation
(but any lot can be changed to this, so any world is okay!)
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Magenta Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Your Choice!
Aspirations to Complete:
Your Choice!
Career & Education Goals:
Education: You will NOT be getting a University Degree this generation!
(Your sim quits University after you become a Paranormal Investigator)
Career:
Freelancer: Paranormal Investigator
Note: You MUST complete Guidry's quest to acquire this career, NOT by purchasing it in the reward store!!
Skills to Master:
Medium
Lifestyles to Get:
-None-
Reward Traits to Buy:
Brave
(DO NOT buy the Paranormal Investigator License!!)
Finding a Spouse:
You may marry any sim you wish!
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Your main sim and their spouse must have at LEAST one children.
Your children must maintain all A's in school as quickly as they possibly can!
Aim for early graduation or graduating with honors if possible!
Your main sim must start the generation by attending university and live off campus
(any degree you like - you will not be graduating!)
Find & befriend Guidry
(he will appear at your home)
Follow Guidry's instructions to become a paranormal investigator
(You'll select Freelancer, then the Paranormal Investigator branch.)
As soon as you become an investigator - quit college and become disliked with both your parents (if they're alive)
You must get far enough in the career to be promoted to the highest level.
(You'll get a medal for it.)
Your main character must do at LEAST four Paranormal Gigs a week - even after maxing the career. There are more houses to save, after all!
Collections To Complete:
(None)
Un-Collections to Complete:
Collect all three kind of ghost jars
Attempt to collect all the kinds of candy and other paranormal "collectibles"
Generation Twenty-Four: White
The mountain-top calls. This sim answers in between their work as a Mechanical engineer and inventing their latest robot. They believe a Sims- like robot is possible… can they get it done?
You went to college only because it was expected. You refused to live on campus, however, and you found an old house to rent. It didn’t occur to you to check the history of the house… until it was already too late. An entity that inhabited it wanted desperately to communicate… and you were the first target that was receptive to it’s pleas. Eventually, you quit college and launch a career as a paranormal investigator – to your parent’s chagrin. You become a success despite your parent’s misgivings. Eventually, you find a wife and start a family, but your heart remains in the spirit world, and your family life continues to suffer.
Generation Twenty-Four Color:
The color white is often described as pure, bright, and clean. It symbolizes innocence and freshness, evoking feelings of calmness and clarity. White can also represent simplicity and minimalism, making it a versatile choice in design and art. Additionally, it is associated with light and new beginnings, often used in various cultural contexts to signify peace and harmony. The word white derives from Proto-Germanic hwitaz and Old English hwit. As delicate as it is elegant, white exudes beauty and grace. Most commonly associated with good things, it has a favorable reputation. In fact, it’s thought to have a heavenly presence. White doesn’t threaten or endanger, and it loves making others feel good. It’s for this reason why many turn to this color when they yearn for acceptance and affection. With its uplifting spirit and encouraging essence, white excels at making everyone feel appreciated and valued.
Generation Twenty-Four Icon:
Packs Required:
Base Game
Snowy Escape (required)
Discover University (career & skills)
Seasons (reward traits)
Bust the Dust (heir aspiration)
StrangerVille (heir aspiration)
World Goals:
You must live in Mt. Komorebi in the Mountain district (top of the map) on the 50 by 50 lot.
Yes, it's expensive. You should be able to afford it by now!!
Building Goals:
Try to build a Japanese style home!
(you know, just for funsies, and to match the neighborhood)
Make sure your home has a fully functional home gym, and it might be useful (if you have the Fitness Stuff pack) to have a Rock Climbing machine on lot.
This home gym must be in a separate room dedicated to it!
Your home must also include a room dedicated to your Robotics hobby (you know, a workshop!)
Once your main sim activates their Servo, you must set aside a room for the Servo... it's only fair they get their own room!
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent White Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Adventurous
Bro
Loves Outdoors
Aspirations to Complete:
Mt. Komorebi Sightseer
Extreme Sports Enthusiast
Career & Education Goals:
Education: You WILL go to University - take the Distinguished Physics degree at Foxbury.
If you don't get in the first time, raise your skills and try again!
Career:
Engineer (Mechanical branch)
Skills to Master:
Handiness
Robotics
Rock climbing
Fitness
Skiing (or) Snowboarding
(You may do both if you wish)
Lifestyles to Get:
Adrenaline Seeker
Energetic
Health Food Nut
Reward Traits to Buy:
Ice Proof
Storm Chaser
Cold Acclimation
Waterproof
Finding a Spouse:
You must marry a member of your Skiing or Snowboarding club!
Spouse Goals:
Your spouse must ALSO Max the following skills:
Rock Climbing
Skiing (or) Snowboarding
Fitness
Child Goals:
Your main sim and their spouse must have at LEAST two children.
The boisterous, adventure-filled life your parents led always seemed purposeless to you. You dream of being a hero, and you join the military straight out of high school. When you hear about a mysterious crisis in the local town of StrangerVille, you immediately take action and move there to see what you can do. (-No Spoilers-) After saving the world, you celebrate by marrying a fellow military member, and starting a large family. You raise your children according to your core values – disciplined, polite, and overachieving.
Generation Twenty-Five Color:
Olive is a muted, earthy green that resembles both green and yellow, named after the green olives commonly found in Mediterranean cuisine. It has its origins in the Mediterranean region and is often associated with nature and military contexts. Olive is known for its versatility in design and fashion. It is commonly associated with a variety of strong, evocative qualities: Calm, Neutral, Earthy, Timeless, and Resilient. In different cultures, olive green symbolizes peace and harmony, often linked to the olive branch as a symbol of peace. Historically, it has also been associated with wisdom and prosperity, reflecting the ancient cultivation of olive trees in the Mediterranean.
Generation Twenty-Five Icon:
Packs Required:
Base Game
StrangerVille (required)
Snowy Escape (traits & lifestyles)
Discover University (Servo & skills)
Parenthood (skills)
Outdoor Retreat (reward traits)
Eco Lifestyle (heir)
World Goals:
You must live in StrangerVille
Building Goals:
Your home must also include a room dedicated to your ... ahem... snooping hobby.
(Hidden might be fun!)
The home must also include a dedicated home gym, spa, and optionally pool and or hottub!
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent White Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Active
Self-Assured
Proper
Aspirations to Complete:
StrangerVille Mystery
Perfectly Pristine
Career & Education Goals:
Education: High School education ONLY!
Career:
Military (Officer branch)
Skills to Master:
Fitness
Research & Debate
Parenting
Lifestyles to Get:
Workaholic
Energetic
Reward Traits to Buy:
Super Mentor
Great Storyteller
Gym Rat
Finding a Spouse:
Your main sim must marry a military spouse
(They must also be in the service - either branch - you should be able to easily find someone by watching the people walking around in StrangerVille - if they don't have the career when you marry them in, make sure you put them in it!)
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation as long as they're also in the Military career with your main sim.
(They do NOT need to max it!)
Child Goals:
Your main sim and their spouse must have at LEAST FOUR children.
Adoption is okay!!
All children must maintain "A"s in school until Graduated
All children must get the Responsible and Good Manners traits from Parenthood
The heir must start working on their aspiration as a teen
Attempt to finish as much of it as possible before next gen
Your main sim must help the kids with homework if you're home!
Your Heir must take these traits:
Maker
Green Fiend
Genius
Your Heir's Aspiration:
Master Maker
Try to finish as much of this as you can before aging to Young Adult!
Other Goals:
Your main sim must go jogging for at least an hour at least 4 times a week
The home must also include a dedicated home gym, spa, and optionally pool and or hottub!
I won't spoil anything, but you will be completing the StrangerVille Mystery on your main sim.
If you have issues, or get confused, there are many guides on it!
Collections To Complete:
(None)
Un-Collections to Complete:
Collect all 10 Military Medals!
Generation Twenty-Six: Steel
An inventor who believes in making the world in general a better place, one idea at a time.
How to use this page (and all my challenge rules pages!):
Click on the green tabs above the purple rule box on each generation to find the goals. I have them separated into sections to make them easier to understand. If you’re trying to avoid spoilers, you DO NOT have to look at the next generation. All the information you need should be in each generation, including the traits and aspiration your heir will need! Above all, remember to have FUN!
Generation Eleven: Clay
A snobby self-Employed Archaeologist who loves exploring, fitness, and making money.
Your overprotective and clingy parents never gave you enough space to spread your wings, so as soon as you’re able, you begin traveling, happily spending your parent’s money to finance your trips to the Jungle. Eventually, you realize that your travel hobby can actually make you money, and you finally move out of your parent’s home into one of your own. You find love in the Jungle, and try to instill a love of the outdoors into your children.
Generation Eleven Color:
Clay represents stability and connection to the earth, often associated with natural materials and craftsmanship. It symbolizes warmth, reliability, and a grounded nature. Psychologically, clay can evoke feelings of comfort and security, often reminding people of home and nature. It is a color that encourages relaxation and a sense of belonging. In art and design, clay is used to create a rustic, organic feel, often employed in spaces meant to evoke warmth and coziness. Its earthy tone is popular in photography and film for its ability to convey authenticity and simplicity.
Generation Eleven Icon:
Packs Required:
Base Game
Jungle Adventures (required!)
Snowy Escape (lifestyle)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Clay Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Loves Outdoors
Snob
Materialistic
Aspirations to Complete:
Jungle Explorer (teen-YA)
Archaeology Scholar (Adult-Elder)
Career & Education Goals:
Education: Higher education is up to you!
If you did, you could do a History degree? However, it's not going to exactly help you in your career, so it'd just be roleplay.
Career: Self-Employed Archaeologist
Skills to Master:
Selvadoradian Culture
Archaeology
Fitness
Lifestyles to Get:
Frequent Traveler
Reward Traits to Buy:
Inspired Explorer
Finding a Spouse:
Find a Selvadoradian NATIVE to marry.
The way you know if they're a native, beyond their name, is ... well, guessing. Although, there is a mod that supposedly lets you see all hidden traits on sims (I will be testing this to see if it works!).
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have at least three children.
At LEAST two children must grow up with the "loves outdoors" trait. In fact, EVERY child other than the heir must take the "Loves Outdoors" trait first as a child.
(the heir is excluded from this, hence, at least three kids)
Your Heir must take these traits:
Gloomy
Erratic
Outgoing
Your Heir's Aspiration:
Master Vampire OR Good Vampire
(your choice!)
Other Goals:
Find one of each relic part and insert each with a common, uncommon, and rare gem, collect all!
There are 9 Relics, plus 9 Golden Relics. You do not have to collect both unless you want the difficulty!
Plant all 7 berry types from emotion trees
Explore all 5 temple types
(these are random and this may take many trips)
Collections To Complete:
Ancient Omiscan Artifacts
Ancient Omiscan Treasures
Fossils
Un-Collections to Complete:
Jungle Adventures Relics
(if possible! - this is optional)
Generation Twelve: Eerie
A vampire Secret Agent who isn’t quite right in the head and loves to brood while playing Pipe Organ.
Growing up in a museum of a home filled with relics that you weren’t allowed to touch, you quickly became a fan of the Supernatural. During your teenage years, you meet someone who claims they are a vampire and promises to turn you as soon as you’re old enough. Your only child resents your choice to remain in the darkness and chooses to cure their vampirism so they can rejoin the world of the living.
Generation Twelve Color:
Eerie Black is a very dark shade of gray that exudes an unsettling and enigmatic vibe. It is often associated with gothic aesthetics, horror themes, and the supernatural, symbolizing mystery, fear, and the unknown. This color is not commonly used in everyday scenarios but is a popular choice in dark and macabre visual arts. Its deep, almost claustrophobic darkness gives off an eerie feeling, making it a unique and impactful color in design and art.
Generation Twelve Icon:
Packs Required:
Base Game
Vampires (required)
Cats & Dogs (required)
World Goals:
Forgotten Hollow
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Eerie Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Gloomy
Erratic
Outgoing
Aspirations to Complete:
Master Vampire
Good Vampire
(Can ONLY be started after Master Vampire is complete & your first child is on the way!)
Career & Education Goals:
Education: Higher education is up to you!
If you did, you could do a Psychology or Villainy degree - depending on which branch you're choosing of Secret Agent.
Career: Secret Agent (either branch)
(Be Aware, Villain branch has ELEVEN levels, not the normal 10, and if you choose it, you will need to get level 11 to check this off!)
Skills to Master:
Pipe Organ
Vampire Lore
(This is a 15-level skill!)
Lifestyles to Get:
(none)
Reward Traits to Buy:
(none)
Finding a Spouse:
It is completely your choice whether you even get married this generation.
(In other words, make up your own story! - is this Vampire a loner? or do they need constant companionship?)
You may also choose to never turn your spouse into a Vampire.
(if you do get married)
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Must have at least one child
Your Heir must take these traits:
Cat Lover
Dog Lover
Childish
Your Heir's Aspiration:
Friend of the Animals
Other Goals:
Your main sim is NOT allowed to take any sun immunity perks.
You cannot have your children until AFTER you finish the Master Vampire aspiration.
Once your first child is on the way, you MUST adopt one dog and one cat.
(These can be of any age, but the idea is to have the child grow up with the pets, so I personally would suggest kittens and puppies!)
When the heir turns to YA and the generation ends, your main sim MUST choose between burning to death in the sun or curing their vampirism.
(Your main sim feels strongly that they don't want to watch their child grow old while they do not.)
Collections To Complete:
(none)
Un-Collections to Complete:
(none)
Generation Thirteen: Ginger
A Childish pet lover who spends their time trying to make life better for all pets, and their free time Bowling.
Your parents spent their days locked in their catacombs and lived exclusively in the night, forcing you to find affection elsewhere. You talk your parents into adopting a dog and a cat during your childhood, and they become your closest friends, teaching you the value of a mortal life. As soon as you’re able, you abandon the Vampire world and move away to the country to open your own Vet clinic. You join a hometown bowling league to socialize and let off steam. All of this, however, leaves little time for your family, and your spouse is left to raise your children largely on their own.
Generation Thirteen Color:
Ginger is a warm, golden yellow color with a hint of red or brown. It belongs to the Brown and Orange color families. The color of ginger can vary depending on its form. When fresh, ginger root has a light tan, almost beige color with a hint of pale yellow. When dried, it tends to take on a darker, more golden-brown color. Ginger is commonly associated with a variety of strong, evocative qualities: Warm, Comforting, Earthy, Invigorating, and Grounding.
Generation Thirteen Icon:
Packs Required:
Base Game
Cats & Dogs (required)
Bowling Stuff (skills)
World Goals:
Brindleton Bay
Building Goals:
Make sure that there is a venue somewhere in your Sims' world that includes bowling alleys. It could be a bar, or lounge, or ... well, whatever. You do you.
(Maxis has some Bowling alleys in your Library if you don't want to build one!)
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Ginger Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Cat Lover
Dog Lover
Childish
Aspirations to Complete:
Friend of the Animals
Career & Education Goals:
Education: Higher education is up to you!
If you did, you could do a Biology degree - but it won't really help you with your career, it'd be just for roleplay purposes.
Career: Veterinarian
Skills to Master:
Pet Training
Veterinarian
Bowling
Lifestyles to Get:
(none)
Reward Traits to Buy:
(none)
Finding a Spouse:
Your main sim must meet your spouse at the Bowling alley.
The spouse must also be part of the Bowling club.
Spouse Goals:
Spouse must do all the child rearing
(Your main sim should have very little to do with the kids, they're busy with the Vet Clinic!)
Child Goals:
You must have at least two children.
Your main sim must stay below friend level relationship with all their children.
Your Heir must take these traits:
Glutton
Hot-Headed
Loyal
Your Heir's Aspiration:
Master Chef
Other Goals:
Buy a lot to open a Vet Clinic somewhere in Brindleton Bay
(preferably near your home)
You MUST own at least three pets at all times (minimum one dog one cat)
Your main sim must create a Bowling club and lead it.
This club must get to 8 members and have the bowling skill perk at the very LEAST.
The club must also meet weekly at a local Bowling alley.
Collections To Complete:
Feathers
Un-Collections to Complete:
(none)
Generation Fourteen: Coral
A Hot-Headed Chef who only wants to own their own restaurant and be their own boss.
Your parents were polar opposites. One was never home while the other tried to make up for their absence by smothering you with love. You learn to cope with your love of food. After the daily grind of working your way up as a fast-food employee as a teenager, you move to the struggle of making a name for yourself in the culinary world. Eventually you work up the nerve to buy your own restaurant. The hours take their toll, however, and you end up sacrificing your marriage for it, becoming a single parent while your heir is a teen.
Generation Fourteen Color:
Comprised of pink tones and orange shades, coral is a unique combination of these vivid hues. Though it has pink undertones, coral is most commonly associated with the color orange. Its roots date back to the 16th century, which emphasizes coral’s timeless elegance. This hue gets its name from bottom-dwelling reef fish and was popularized by Egyptians and Romans. These ancient figures wore coral jewelry in the hopes of resisting evil and temptation.
Generation Fourteen Icon:
Packs Required:
Base Game
City Living (world)
Dine Out (restaurant)
Get To Work (skills)
World Goals:
San Myshuno
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Coral Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Glutton
Hot-Headed
Loyal
Aspirations to Complete:
Master Chef
Career & Education Goals:
Education: High School Education ONLY!
Careers:
Culinary (Chef)
(does not need to be mastered)
Own a Restaurant
Skills to Master:
Cooking
Gourmet Cooking
Baking
Lifestyles to Get:
(none)
Reward Traits to Buy:
(none)
Finding a Spouse:
Your main sim must marry someone and stay faithful to them.
However, sometime between your child reaching Child age, but before reaching Teen years, your spouse divorces you because of your long work hours, moving out and leaving you a single parent.
Your main sim must not remarry, nor do they stop working so much.
Spouse Goals:
Spouse must do MOST (but not all) of the child rearing.
Child Goals:
You must have at least one child.
Your heir must get a barista job as a teenager to avoid home life.
By the time heir hits YA relationship should be at "disliked" with main sim
Your Heir must take these traits:
Ambitious
Perfectionist
Art Lover
Your Heir's Aspiration:
City Native OR Painter Extraordinaire - your choice!
Other Goals:
Your main sim must eat (and therefore learn) all 27 Recipes from the city food stands.
Once Master Chef Aspiration is done (you DO NOT NEED to complete Chef career!) quit your culinary job and buy a restaurant.
Then, your goal becomes to get your restaurant to a 5-star rating.
Collections To Complete:
Experimental Food Photos
Un-Collections to Complete:
City Recipes
Generation Fifteen: Lavender
A resentful, focused artist who find out too late why their parents were like they were as they become a loving single parent.
Your resentment to your workaholic parent adds to the betrayal you feel towards the parent who left, leaving you feeling completely abandoned. You dedicate yourself to your studies and your real escape – your art. You spend all of your time working, eventually becoming the successful artist that you knew you could be. Your personal life suffers from your lack of social skills. You end up having a string of short-lived, failed relationships, one leading to an unplanned pregnancy. Finally, you understand the struggle your parent had when you were young, and you vow to become the best parent you can be.
Generation Fifteen Color:
Lavender is typically described as a light purple or pale bluish-purple. It can range from very light pastels to deeper violet tones. The color is often seen as calming and soothing, making it a popular choice in design and decor. In terms of color mixing, lavender is created by combining purple with white, resulting in a softer hue. In various cultures, lavender is linked to royalty and elegance due to its historical association with the color purple. It is often used in religious contexts, particularly in Christianity, where it symbolizes purity and virtue, especially during Easter celebrations.
Generation Fifteen Icon:
Packs Required:
Base Game
City Living (world)
Snowy Escape (lifestyle)
World Goals:
San Myshuno
(Start in a shabby apartment in Arts District, move to a penthouse somewhere in San Myshuno as an adult.)
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Lavender Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Ambitious
Perfectionist
Art Lover
Aspirations to Complete:
City Native
Painter Extraordinaire
Career & Education Goals:
Education: High School Education ONLY!
Career:
Painter
(does not need to be mastered)
Skills to Master:
Painting
Photography
Singing
Lifestyles to Get:
Close Knit
(DO NOT get People Person! You must limit your friends!)
Reward Traits to Buy:
Creative Visionary
Marketable
Finding a Spouse:
No spouse allowed this gen!
Spouse Goals:
None, obviously.
Child Goals:
You may have only 1 child!
(Unless you "luck out" with multiples - in this case, the FIRST BORN is your heir!)
Your Heir must take these traits:
Child of the Islands
Child of the Ocean
Green Fiend
Your Heir's Aspiration:
Beach Life
Other Goals:
Once a week, your main sim must go to a Karaoke bar and sing at least 2 songs before leaving again.
Your main sim must have a string of short, failed relationships, one of which ends up in an unplanned pregnancy.
If your main sim is male, you may move in the mother of your child until the birth, then she gets fed up with you and leaves.
Your main sim then quits their Painting job to stay home with the baby.
After quitting their career, your sim may then ONLY make money through a roadside painting sales board.
Collections To Complete:
Snowglobes
City Posters
Un-Collections to Complete:
(none)
Generation Sixteen: Sand
A beach-loving islander who believes in preserving the beauty of the land.
Your parent was always there for you, and you love them for it, but by the time you grow up, you are more than ready to leave the smog of the city behind forever. You pack your bags and move to the seaside in Sulani, determined that you will make a difference in the world by cleaning up the islands. You get a job in the Conservationist career, and spend your free time cleaning up the island.
Generation Sixteen Color:
The color Sand is a warm, earthy hue that evokes the soft, inviting tones of sandy beaches. This light brown shade is reminiscent of the natural beauty found in coastal landscapes. It originates from the natural color of sand, making it a versatile choice for various design applications. You might choose to use this color in home decor to create a cozy, relaxed atmosphere or in branding to convey a sense of warmth and approachability. Sand is commonly associated with several strong, evocative qualities: Warm, Earthy, Inviting, Natural, and Cozy. In various cultures, Sand symbolizes stability and reliability, often linked to the earth and nature. Historically, it has been used in art and design to evoke a sense of comfort and groundedness.
Generation Sixteen Icon:
Packs Required:
Base Game
Island Living (required)
Eco Living (trait)
Snowy Escape (lifestyle)
Outdoor Retreat (rewards)
Seasons
High School Years (heir's career as a teen)
World Goals:
Sulani
(start with setting the islands to Stage 1 with cheat if you've lived here before!)
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Sand Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Child of the Islands
Child of the Ocean
Green Fiend
Aspirations to Complete:
Beach Life
Career & Education Goals:
Education: University is okay, even encouraged. Aim for Biology or Economics degree, depending on branch you choose.
Career:
Conservationist (either branch)
Skills to Master:
Fitness
Lifestyles to Get:
Outdoorsy
Energetic
Reward Traits to Buy:
Waterproof
Morning Sim
Storm Chaser
Great Storyteller
Finding a Spouse:
Summon Island Elementals until you find one of the correct gender.
Get to know them & romance them (can be over several summonings).
Marry your Island Elemental.
Spouse CANNOT become a mermaid!
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
You must have at least one child with the Island Elemental as their parent
If your heir is born a mermaid, they must be cured by the time they take over as a Young Adult
Your heir must have the simfluencer career as a Teen and master it before Young Adult birthday
Your Heir must take these traits:
Creative
Outgoing
Art Lover
Your Heir's Aspiration:
World Famous Celebrity
Other Goals:
Clean up Sulani by the time your heir moves out (must be Stage 3)
Your main sim may become a mermaid if you desire but your heir must be human before taking over if it is born a mermaid.
Must have a Dolphin best friend!
Collections To Complete:
Buried Treasure
Seashells
Un-Collections to Complete:
Underwater Photos (10 of them)
Generation Seventeen: Prismatic
A diligent fashion-designer in LOVE with all colors who wants to be famous for their trend-setting ways!
Your dream is to become a famous fashion designer.Growing up wild and free on the Islands of Sulani you use it's rainbow of colors as inspiration. You diligently apply yourself to learning everything about fashion, design, as well as painting your concepts, writing about them for magazines, capturing images of them, and talking them up to other sims. To keep up this high energy lifestyle, you become addicted to coffee- that fuels many an inspired night. Leaving little time for romance, you end up adopting to fulfill your parents’ dreams of the family legacy.
Generation Seventeen Color:
The rainbow is most commonly known as a symbol of hope. Rainbows often appear after a thunderstorm or when everything is seemingly at its darkest to then spread light and ultimately, hope. The rainbow is also a symbol used in film or literature to signify the promise of better times ahead and is used for dramatic effect towards the end of these fictional plots. The emergence of a rainbow is considered by many to be a sign of good luck, and the appearance of a rainbow after a dark time in someone’s life is often said to act as a sign of a new beginning and offers hope and promise of a brighter future ahead. It has also been used in recent years to represent many different movements for change. It has been a symbol of peace protests, social movements, and also pride in many political and global movements.
Generation Seventeen Icon:
Packs Required:
Base Game
Get Famous (required)
High School Years (heir's career as a teen)
World Goals:
Must live in Del Sol Valley (you'll start in Mirage Park, with a goal of moving to The Pinnacles when your main sim hits 3 star celebrity.)
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Prismatic Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Creative
Outgoing
Art Lover
Aspirations to Complete:
World Famous Celebrity
Career & Education Goals:
Education: You are welcome to get an Art History Degree to help your career if you wish, but I would suggest working your way up from the bottom.
Career:
Style Influencer (Trendsetter)
Skills to Master:
Photography
Painting
Charisma
Writing
Lifestyles to Get:
Single and Lovin' It
People Person
Coffee Fanatic
Reward Traits to Buy:
Incredibly Friendly
Always Welcome
Observant
Finding a Spouse:
Your main sim must never marry!
Spouse Goals:
None - no spouses!!
Child Goals:
Your main sim must never have biological children!
You must adopt at least one child of ANY AGE - no biological kids allowed (unless non-pregnancy science babies or alien abduction)
Your heir must master the Video Game Streamer part-time job as a teen.
(If your teen heir fails out of high school, that's okay too!)
Your Heir must take these traits:
Insider
Outgoing
Cheerful
Your Heir's Aspiration:
Leader of the Pack (or) Party Animal
Other Goals:
Once your main sim is a 3-star celebrity, you must move to The Pinnacles with your family.
Your main sim must sign an autograph at LEAST once a day.
Create and sell outfits on Trendy for a side business as your main sim - at least three per sim-week. This means visiting a Thrift Shop once a week!
Each and every Masterpiece your main sim paints must have at least a copy on the walls of your home.
Must have a top-quality photo of each child you adopt in every age stage since they were adopted! (Also, these must be displayed in your home!)
Collections To Complete:
(None)
Un-Collections to Complete:
(None)
Generation Eighteen: Aquamarine
A video game streamer who loves the limelight on the internet and measures success in followers.
You take after your parent in your focus on social things, however you are not as focused on fame. At least, not the same kind of fame. You measure fame in followers on your social media accounts. Each of your viral videos are your proudest moments in life... at least until your children are born. Suddenly, your life has a new meaning, and you dote on your children - not as a publicity stunt, either. Although, it doesn't HURT publicity, either, though ...right??
Generation Eighteen Color:
Aquamarine is a color that is often associated with calmness, tranquility, and clarity. Its name is derived from the Latin words “aqua” meaning water and “marina” meaning sea, which perfectly captures its soothing and refreshing qualities. As a shade of blue-green, aquamarine is often reminiscent of the ocean or a tropical paradise, evoking a sense of peace and relaxation. It is often described as a color that promotes serenity and balance, making it a popular choice for creating tranquil environments. In terms of symbolism, aquamarine is often associated with open communication, clarity of thought, and emotional healing. It is believed to enhance the ability to express oneself and communicate effectively, while also promoting a sense of harmony and understanding in relationships.
Generation Eighteen Icon:
Packs Required:
Base Game
City Living (career)
Get Together (clubs)
Parenthood (skills)
High School Years (heir's teen job)
World Goals:
You may live anywhere for this generation!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Aquamarine Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Insider
Outgoing
Cheerful
Aspirations to Complete:
Leader of the Pack
Party Animal
Career & Education Goals:
Education: High School education ONLY! (And if your main sim failed out, that's okay too!)
Career:
Video Game Streamer (as a Teen)
Social Media (Internet Personality)
Skills to Master:
Media Production
Video Gaming
Dancing
Parenting
Lifestyles to Get:
(None)
Reward Traits to Buy:
Night Owl
Seldom Sleepy
Finding a Spouse:
Your main sim may marry any sim they desire. Or not. Your choice.
Spouse Goals:
None - you have all the choice in the world here!
Child Goals:
Your main sim must have at least two children.
Your main sim must have a "good friends" or higher relationship with each of their children.
Each child must get at LEAST two positive parenthood traits!
All children must get good grades in school!
Your Heir must take these traits:
Bookworm
Loner
Clumsy
Your Heir's Aspiration:
Purveyor of Potions (or) Spellcraft & Sorcery
Other Goals:
Create a club of their closest party friends with your main sim.
Party with the club at least once a week. (This may slow to every other week once you have children!)
Your main sim must have at least 5 good friends or higher.
EVERY time your main sim travels, you must post it to social media.
Collections To Complete:
(None)
Un-Collections to Complete:
(None)
Generation Nineteen: Cinnamon
A clumsy, socially awkward loner who decides on SpellCasting and Potions as a way of life to escape the limelight from their parents.
You grew up in the shadow of your famous family, and always knew that just wasn’t for you. Your tendency towards being clumsy makes you feel awkward in any social situations. You hide in your room or the local library instead – especially during your parent’s party nights – and you find fantasy worlds in your books. When you hear a rumor that the fantasy can be real, you jump at the opportunity. Becoming a Spellcaster gives you confidence you never thought you could have, and you find yourself winning duels and casting spells all over the Magical World.
Generation Nineteen Color:
Cinnamon is darker than shades like tan and beige but lighter than chocolate or true brown. Its warm undertones mean the hue can sometimes look red or orange-tinged. Web colors close in appearance to cinnamon include copper, caramel, russet and bronze. Browns like cinnamon are widely seen in nature and therefore the hue can also be connected with earthy qualities like strength and resilience. Because of its association with the spice, which is believed by some to have health benefits and features commonly in tea and other warming foods, cinnamon is especially likely to communicate rejuvenation and healing. But these shades of brown haven’t always been popular. Throughout history, the color has signified poverty—brown clothing was associated with the lower classes in ancient Rome, while Catholic monks wore brown robes as a symbol of humility during the Middle Ages. Modern opinion polls have found that brown is the public’s least favorite color and is often associated with hardship. However, cinnamon’s warm appearance is less likely to make that impression.
Generation Nineteen Icon:
Packs Required:
Base Game
Realm of Magic (required)
Businesses & Hobbies (for small business if you choose)
Snowy Escape (lifestyles)
Seasons (reward traits)
World Goals:
You must live in Glimmerbrook!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Cinnamon Gen house. Again, no cheats!
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Bookworm
Loner
Clumsy
Aspirations to Complete:
Purveyor of Potions
Spellcraft & Sorcery
Career & Education Goals:
Education: High School education ONLY!
Career:
(None)
OR - you can run a potion store with a small business!
Skills to Master:
Gardening
Lifestyles to Get:
Close Knit
Reward Traits to Buy:
Storm Chaser
Finding a Spouse:
Your main sim must meet their spouse by beating them in a magical duel. The rest is up to you!
Spouse Goals:
None - you have all the choice in the world here!
Child Goals:
Your main sim must have at least one biological child.
You must also adopt at least one child.
Your Heir must take these traits:
Geek
Active
Kleptomaniac
Your Heir's Aspiration:
Hope VS Order
Other Goals:
Your main sim must immediately go to the Magic world and become a spellcaster when you start this generation.
Must grow a small garden, to supply your magical reagents. This should be done in a greenhouse.
Must have a "magic room" with a cauldron in it. You may lock the door to prevent accidental Mac N Cheese if you wish.
Choose one school of magic to focus on as your main - Mischief, Practical, or Untamed.
You must learn all spells from your chosen magic school.
For an additional challenge, learn all spells from all schools! (optional!)
Your main sim must learn all potion recipes!
Your main sim must become a "Virtuoso" Spellcaster
Collections To Complete:
Magical Artifacts
Un-Collections to Complete:
(None)
Generation Twenty: Indigo
A geek who loves Star Wars, and lives for moments away from home, exploring Batuu.
You were brought up knowing magic is real, but spells and potions never interested you. You spent your youth sneaking around and watching Star Wars on TV. Maybe it was your magic talent that willed the world into existence, maybe it was already there, but one day after you left your magical life behind, you find yourself in a world you only dreamed of before. You are eager to explore, and want to learn everything there is to know about this new world. Fearing repercussions, you never tell your family or friends about what you’ve found, and simply explain your frequent disappearances from the real world as “extended vacations”. Everything you bring back from your travels is locked behind a basement door, and, although you found your spouse in Batuu, you forbid them from ever telling your child about that world, selfishly (or sheepishly) wanting to keep it to yourself.
Generation Twenty Color:
Indigo is a deep color that sits between blue and violet on the color spectrum. It is often described as a dark purplish blue and is associated with a sense of mystery and depth. It is a rich and versatile hue. Additionally, indigo is often linked to intuition and perception, evoking feelings of calm and clarity. It is often associated with intuition and perception. It’s a color that invokes a sense of deep calm and clarity, reminiscent of the twilight sky. Experts see indigo as representing wisdom, honesty, and authority. It’s a color that encourages deep thinking and introspection, often linked to spirituality and enlightenment. In design, indigo can convey a sense of trustworthiness and stability, making it a preferred color for brands that wish to project these qualities.
Generation Twenty Icon:
Packs Required:
Base Game
Journey to Batuu (required)
Snowy Escape (lifestyle)
World Goals:
You may live in any world other than Glimmerbrook, Forgotten Hollow, Moonwood Mill, or StrangerVille.
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on and take the rest. You should have enough money to make a decent Indigo Gen house. Again, no cheats!
Your house must have a basement with a secret locked door for everyone but your main sim where you store and display all the things you bring back from Batuu.
Tracking:
This generation is NOT active on the tracking site yet! (Coming Soon!)
Take these traits:
Geek
Active
Kleptomaniac
Aspirations to Complete:
Hope VS Order
Paragon of Hope OR Enforcer of Order
Galactic Privateer
Career & Education Goals:
Education: High School education ONLY!
Career:
(None)
OR - you can choose any branch of Freelancing if you would like!
Skills to Master:
(None)
Lifestyles to Get:
Frequent Traveler
Reward Traits to Buy:
Inspired Explorer
Finding a Spouse:
Your main sim must meet their spouse in Batuu, but swear them to secrecy about its existence.
Spouse Goals:
None - you have all the choice in the world here!
Child Goals:
Have only one child that is raised mostly by nannies and/or your spouse.
Your child may NEVER go to Batuu with you!
Your Heir must take these traits:
Romantic
Proper
Family-Oriented
Your Heir's Aspiration:
Soulmate
Other Goals:
As soon as this generation starts your main sim must destroy their Glimmerstone and return to human form (cannot be a Spellcaster for this generation).
Your main sim must make their own lightsaber. (or several!)
Your main sim must build at least one droid - and pick one of them to follow them faithfully whenever they return to Batuu. This droid MUST be put away when at home!
Your main sim must play Sabaac at any chance they get. (gambling addiction?)
How to use this page (and all my challenge rules pages!):
Click on the green tabs above the purple rule box on each generation to find the goals. I have them separated into sections to make them easier to understand. If you’re trying to avoid spoilers, you DO NOT have to look at the next generation. All the information you need should be in each generation, including the traits and aspiration your heir will need! Above all, remember to have FUN!
Generation One: Mint
A mischievous Scientist who seems to have run-ins with the otherworldly on a regular basis. They love collecting things and studying the things they find.
You’re a mischievous scientist that really loves the color mint. You are career driven but still make time for silly pranks and outings with your closest friends. You love luxury and want the best for yourself and your family. Now, if only you could get a full night's sleep...
Generation One Color:
Mint is a vibrant, light shade of green. Its name derives from the green plant mint. As green is a secondary color, in order to create mint green, you first need to make its base, color green. To do that, you need to mix the colors blue and yellow. By adding white into the mix, you will achieve mint’s vibrant hue. Colors that relate to mint are green and mint blue.
Generation One Icon:
Packs Required:
Base Game
Get To Work (career, aliens)
Seasons (for gardening difficulty)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
You need to start the challenge with just what your sim starts with. 20k. That's all you get. If you're in for a challenge, feel free to start from Zero. No money cheats, you must earn your money as you go!
Beyond that, things start pretty simple. Build your house as you have the money to build it, and in any style and size you choose.
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Vegetarian
Jealous
Materialistic
Aspirations to Complete:
Chief of Mischief
The Curator
Career & Education Goals:
Education: None
(we'll assume they graduated High School)
Career: Scientist
Skills to Master:
Mischief
Logic
Gardening
Lifestyles to Get:
(none)
Reward Traits to Buy:
(none)
Finding a Spouse:
Find someone who doesn't mind your long work hours, woo and marry them.
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have only 1 child with spouse (adoption & science baby allowed) - this child will be your heir!
Have a minimum of 1 child from alien abduction
Remember: a male sim must be the one to get pregnant here (having the male sim be a Scientist will make abduction more probable... and so will telescope gazing- just watch for meteors!!)
Note 1: Accidental alien babies are ok to keep (in the case of getting pregnant more than once by abduction)
Note 2: If you somehow get very unlucky and you DON'T get your male sim pregnant, going without an alien baby is okay!!
Your Heir must take these traits:
(order is up to you!)
Hot headed
Snob
Romantic
Your Heir's Aspiration:
Friend of the World (or) Serial Romantic
(your choice of which to start with!)
Other Goals:
Assign a voodoo doll to at least 1 sim
Invent all Scientist Inventions and max upgrade all
Create all Serums & test each on at least one sim
Note 1: the game doesn't like to tell you that these are actually "tested" so you'll have to just remember which ones you've tested.
Note 2: Yes, this includes all Tainted serums, if possible!
Collections to Complete:
Elements
Crystals
Metals
My Sims Trophies
Microscope Prints
Un-Collections to Complete:
Inventions
Serums
Generation Two: Rose
A serial romantic who wants to be friends (or more) with everyone they meet and use their powers of Charisma to become a leading Politician.
You had everything you desired as a child, but you were always longing for more. As an adult you have a hard time committing to relationships as you’re so focused on your career. You might just be a workaholic! You have absolutely no parental instincts what-so-ever but you still love your child with all your heart and want the very best for them.
Generation Two Color:
Rose is the color halfway between red, magenta and white, and the first recorded use of rose as a color name in English was in 1382. The etymology of the color name rose is the same as that of the name of the rose flower. Sometimes rose is quoted instead as the web-safe color FF00CC, which is closer to magenta than to red, or the web-safe color FF0077, which is closer to red than magenta.
Generation Two Icon:
Packs Required:
Base Game
Get Famous (reputation)
Snowy Escape (lifestyles)
Lovestruck (skills)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Rose Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Hot headed
Snob
Romantic
Aspirations to Complete:
Serial Romantic
Friend of the World
Career & Education Goals:
Education: Just a high school Education!
Career: Politician (either branch)
Skills to Master:
Charisma
Romance
Lifestyles to Get:
Workaholic
People Person
Reward Traits to Buy:
Always Welcoming
Beguiling
Great Kisser
Finding a Spouse:
Must find & date 1 coworker (do not have to marry this one)
Leave someone at the altar (can be any of your partners!)
Get married for the first time as an elder
Spouse Goals:
Must finish 5 gold-medal dates with your chosen spouse
Child Goals:
Have only 1 child
If you accidentally have twins or triplets, that's okay!
Must have a dislike relationship with your only child (or children)
Your Heir must take these traits:
Clumsy
Ambitious
Loner
Your Heir's Aspiration:
Nerd Brain
Other Goals:
Achieve a Pristine Reputation
Hold at least 5 Charity Benefit Parties at the Silver level or above
Note 1: This type of party ONLY unlocks at Pristine Reputation!!
Note 2: This would also be a good time to get votes or donations!
Collections to Complete:
(none)
Un-Collections to Complete:
(none)
Generation Three: Yellow
A very Handy Astronaut, who does everything in their power to overcome their natural clumsiness in their quest to find new planetary worlds.
Growing up you never had a close relationship with your mother and spent the majority of your time alone in your room obsessing over space. You just really love space and tinkering with your Spaceship. You’ll do whatever it takes to get to Sixam no matter the cost.
Generation Three Color:
Yellow is a primary color. It sits between orange and green on the color wheel. Being associated with the sun, it stands for optimism, joy, enlightenment, but also for duplicity, cowardice, betrayal. Colors that relate to yellow are yellow-green and orange.
Generation Three Icon:
Packs Required:
Base Game
Get To Work (Sixam)
Seasons (scouting)
Snowy Escape (lifestyles)
Parenthood (Heir Traits)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Yellow Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Clumsy
Ambitious
Loner
Aspirations to Complete:
Nerd Brain
Career & Education Goals:
Education: Just a high school Education!
Career: Astronaut (either branch)
Skills to Master:
Rocket Science
Handiness
Lifestyles to Get:
Close Knit
Reward Traits to Buy:
(none needed)
Finding a Spouse:
Do not necessarily have to get married, this is completely up to you
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have at least 1 child
(adoption & science babies allowed)
The heir should complete all Scouting badges
The heir should get at least one of the positive parenthood traits
Your Heir must take these traits:
Active
Slob
Music Lover
Your Heir's Aspiration:
Bodybuilder
Other Goals:
Build a Rocket Ship
Fully upgrade your rocket ship
Visit Sixam
(You'll need an upgrade on the Rocket to get there)
Never have any close friends or relationships other than the grandparent from Gen 1 until that grandparent dies
If grandparent is already dead, this goal can just be immediately checked off
Enter the Oasis Springs secret lot
You'll need level 10 Handiness to do this!
Collections To Complete:
Aliens
Geodes
Space Rocks
Space Prints
Un-Collections to Complete:
(none)
Generation Four: Grey
A athletic slob who also happens to love music. No time for cleaning – but there’s always time for practice or an extra workout!
You always felt that you were different. While the rest of your family was busy messing around in the lab, you just wanted to be outside playing basketball. You’re very good at sports and you dream of becoming a professional athlete. To make up for your nonexistent relationship with your parents you want to be there for your own children as much as possible. Oh, and you love to sing.
Generation Four Color:
Being both still and emotionless, gray is strong and steady, making a feeling of cool and self-restraint, and alleviating you from a riotous world. It doesn’t invigorate, empower, revive, or energize. From a color psychology point of view, gray looks moderate, exhausting, dull, and discouraging. But at the same time, it looks exquisite and formal, yet never captivating.
Generation Four Icon:
Packs Required:
Base Game
Snowy Escape (lifestyles)
Bust The Dust (aspiration)
Parenthood (skills)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Gray Gen house. Again, no cheats!
Must build a home gym in your house
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Active
Slob
Music Lover
Aspirations to Complete:
Bodybuilder
Musical Genius
Fabulously Filthy
(This one CAN be buggy, so if you have trouble, just do what you can!)
Career & Education Goals:
Education: Just a high school Education!
Career: Athlete (either branch)
After mastering The Athletic Career, retire to be at home with family & be a musician
Skills to Master:
Singing
Parenting
Fitness
Master 1 or more of following skills: guitar, violin, piano
Lifestyles to Get:
Energetic
Health Food Nut
Reward Traits to Buy:
Gym Rat
Finding a Spouse:
Have three (or more) failed relationships before finding a spouse
Spouse must have the Neat trait!
Use "Get to Know" whenever you can until you find someone with the Neat trait!
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Must have at least three children
(adoption & science baby allowed)
Must be good friends or higher with all your children!
Your Heir must take these traits:
Genius
Non-committal
Dance Machine
Your Heir's Aspiration:
Renaissance Sim
Other Goals:
Must have family movie night with spouse and children every Sunday!
If you need to, you can set it as a holiday each Sunday featuring movie or tv watching.
Collections to Complete:
(none)
Un-Collections to Complete:
(none)
Generation Five: Plum
A Renaissance Sim who can’t really decide what they want to do with their life. After trying many things, they finally settle on making their hobby a career.
You’ve always been good at anything you tried. It’s hard to choose a career, so why not try a few? You work as a doctor for much of your life, but as an adult realize that your true dream is to become a professional dancer. You quit your job and join the entertainer career. Basically: you’re an indecisive oddball. Maybe someday you'll be good at SOMETHING.
Generation Five Color:
The color plum is a rich, deep shade of purple with red undertones, inspired by the fruit of the same name. It symbolizes mystery, creativity, and sophistication, often associated with royalty and luxury in Western cultures. In Eastern cultures, plum represents longevity, endurance, and resilience, reflecting its association with the plum blossom, which blooms early in spring. Plum is used in fashion and design to convey elegance and depth, making it a popular choice for high-end settings.
Generation Five Icon:
Packs Required:
Base Game
Get Together
Get To Work (Doctor)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood, however, you:
Must live in three different worlds of your choice over your lifetime!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Plum Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Genius
Non-committal
Dance Machine
Aspirations to Complete:
Renaissance Sim
Career & Education Goals:
Education: Just a high school Education!
Careers:
Fast Food
(Get to Level 3)
Doctor
(DO NOT need to finish!)
Entertainer
(Attempt to finish, but if you don't it's okay!)
Skills to Master:
Pick two skills to master
(one must be one of these music skills - violin, guitar, or piano)
Get level 8 in 6 skills of choice
They do NOT have to be mastered!
Lifestyles to Get:
(none)
Reward Traits to Buy:
(none)
Finding a Spouse:
Get divorced then later remarried to the same sim
Must marry at least three times in their lifetime
(twice will be to the same sim)
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Must have children with each of your spouses
(i.e. You must have at LEAST three kids!)
Your heir must have 3 enemies & one close friend of the opposite sex before YA birthday.
Your Heir must take these traits:
Evil
Self-Assured
Glutton
Your Heir's Aspiration:
Public Enemy
Other Goals:
Must be enemies with at least 1 of your siblings
(and remain that way)
Your "designated" best friend must be another sibling
Collections to Complete:
(none)
Un-Collections to Complete:
(none)
Generation Six: Orange
A Public Enemy Criminal who pretends to be anything but. Also loves baking & eating!
You’re the black sheep of your family and you were raised in a hectic household. You’ve always wanted to cause mayhem, but you’re just really bad at being evil. You do enjoy breaking into your neighbors’ houses and eating their food, however. You also really love baking and somehow, seem to spend the majority of your spare time eating sweets.
Generation Six Color:
The color orange is a vibrant and energetic hue that combines the passion of red with the joy of yellow. It is often associated with enthusiasm, creativity, and warmth, evoking feelings of fun and playfulness. Orange is also linked to bright sunsets and citrus fruits, symbolizing refreshment and beauty. Additionally, it is described as optimistic and bold, exuding warmth and joy in various contexts.
Generation Six Icon:
Packs Required:
Base Game
Get To Work (baking)
City Living (lot Trait)
Snowy Escape (lifestyle)
World Goals:
Must start in any world that offers game-built apartments with the "Needs TLC" lot challenge/trait and live in that apartment
Do not move until you are an adult!!
Move to any world of your choice on main sim's Adult birthday
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Orange Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Evil
Self-Assured
Glutton
Aspirations to Complete:
Public Enemy
Career & Education Goals:
Education: Just a high school Education!
Career: Criminal (either branch)
Skills to Master:
Baking
Charisma
Lifestyles to Get:
Junk Food Fiend
Reward Traits to Buy:
Independent
Finding a Spouse:
Marry your childhood best friend (the one that is the opposite sex)
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
You must have twins and no more
(cheats & mods ok to accomplish this)
Both children must have good grades throughout school
Your Heir must take these traits:
Neat
Unflirty
Creative
Your Heir's Aspiration:
Best Selling Author
Other Goals:
Your main sim must insist that they are evil
Your main sim must also insist they're a criminal mastermind to everyone they meet, including family members!
Collections To Complete:
(none)
Un-Collections to Complete:
(none)
Generation Seven: Pink
An aspiring Best-Selling Author who only dreams of Zen living and self-care.
You grew up poor and are living paycheck to paycheck working in the business career just as your parents did. You long to write romance novels but are too afraid to quit your steady job to follow your dreams. You’re very practical and you know the chances of making it as a writer are slim, so you stay working at your nine to five. As an adult you finally decide to pursue your dreams. You’re a hopeless romantic, but your unflirty nature makes it nearly impossible to find love... maybe the next one will be "the one?"
Generation Seven Color:
The color pink is a blend of red and white, often symbolizing gentleness, kindness, and nurturing. It embodies a range of emotions, from romantic feelings to innocence and tenderness. Pink is associated with femininity and sweetness, and its meanings can vary across cultures, often representing love and compassion. Overall, pink is seen as a color that promotes feelings of acceptance and sympathy.
Generation Seven Icon:
Packs Required:
Base Game
Spa Day (Aspirations & Skills)
Discover University (university, obviously)
My First Pet Stuff (postcards)
Snowy Escape (lifestyle)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Pink Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Neat
Unflirty
Creative
Aspirations to Complete:
Best Selling Author
Inner Peace
Zen Guru
Self-Care Specialist
Career & Education Goals:
Education:
Take a Language & Literature degree course (at either school)
Attempt to take a writing course during each term you attend
(if possible - sometimes it's just not available)
Join the Spirit organization at your university and attend as many events as your schedule will allow.
Graduate University with a Language & Literature Degree with Honors.
Career: Business (either branch)
While you work at Business, you must also be going to University!
Once Business is mastered, your main sim must quit their day job at Business to pursue dreams of writing.
Main sim must join the author branch of writing career as soon as they can.
If you don't have time to either: get that far or finish the career, it's okay for this gen.
Skills to Master:
Writing
Wellness
Lifestyles to Get:
Indoorsy
Reward Traits to Buy:
Creative Visionary
Marketable
Green Thumb
Finding a Spouse:
Despite being Unflirty, find someone to love, and attempt to keep them as a spouse for the entire generation.
(if you can't.. that's ok too!)
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have at least 1 child
(adoption & science babies allowed)
Your Heir must take these traits:
Foodie
Lazy
Goofball
Your Heir's Aspiration:
Joke Star
Other Goals:
Keep a well-maintained garden for the whole generation.
Do NOT replace your Unflirty trait at any time through the generation.
Have a small rodent pet of some sort to collect those 6 extra postcards!
Collections To Complete:
Postcards
Un-Collections to Complete:
(none)
Generation Eight: Peach
A detective who loves comedy and moonlights as a comedian.
Your mother always taught you to follow your dreams. You’ve always wanted to be a detective. But - you’ve always wanted to be a comedian, too! Well dang it, you can do both! Detective by day, comedian by night, you can do anything you set your mind to. Heck, you can even be a Gourmet Cook!
Generation Eight Color:
Peach is often described as a light orange-pink or a yellowish-orange. It embodies a gentle, pastel quality that can vary in lightness and saturation. Depending on the specific shade, peach can appear as a warm, pale yellowish-orange or a more vibrant orange-pink, sometimes resembling a salmon hue. Peach is associated with youthfulness, warmth, friendliness, and playfulness. It combines the joy of yellow with the enthusiasm of orange, while also incorporating the sweetness and kindness of pink. This color promotes feelings of warmth, joy, and inner peace, making it a popular choice in design for creating cozy and inviting atmospheres.
Generation Eight Icon:
Packs Required:
Base Game
Get to Work (career)
Snowy Escape (lifestyle)
World Goals:
You must live in a different world than where you were raised in.
Building Goals:
I suggest leaving 5k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Peach Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Foodie
Lazy
Goofball
Aspirations to Complete:
Joke Star
Career & Education Goals:
Education: Just a high school Education!
Career: Detective
Skills to Master:
Gourmet Cooking
Comedy
Lifestyles to Get:
Sedentary
Reward Traits to Buy:
Observant
Finding a Spouse:
Must find & marry a co-worker.
(Have your sim socialize at work, sometimes you meet co-workers. If this becomes a real sore spot, count it as optional and just check it off.)
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have at least two children.
(adoption & science babies allowed)
Your Heir must take these traits:
Squeamish
Geek
Cheerful
Your Heir's Aspiration:
Computer Whiz
Other Goals:
Main sim must learn to play an instrument
Main Sim must have at least two excellent comedy routines of each type - short, med, and long
(by refining each until they're excellent)
Have your main sim go to lounges on weekends to moonlight as a stand-up comedian on the microphones (at least once a week)
Collections To Complete:
(none)
Un-Collections to Complete:
(none)
Generation Nine: Green
A squeamish Geek who loves mixing music and learning more about computers.
You were caught hacking by a major tech company that then offered you a position in their firm. You know Penelope Garcia from Criminal Minds? That’s you. You’re dedicated to your work, but that doesn’t stop you from going out and having a good time. You’re the kind of person that will be at a party at 3am and then at work at 6am.
Generation Nine Color:
Green symbolizes good health and it’s also a healing color as it offers a balance between our body and mind. It brings harmony. The color green is the color of nature, growth, freshness, energy, and fertility. There is a sense of togetherness in green that makes it the color of the unconditional love of family, nature, and the world. And because of that, it’s not surprising that green is generous. It gives away without expecting anything in return. Green, the fourth rainbow color, is a good listener. It loves to contribute to the harmony and growth of the community. It is calm, peaceful - a soothing color that helps ease anxiety and depression, which is why it is often used in color therapy.
Generation Nine Icon:
Packs Required:
Base Game
Outdoor Retreat (traits)
Get Together (skills/club)
Snowy Escape (lifestyles)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Green Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Squeamish
Geek
Cheerful
Aspirations to Complete:
Computer Whiz
Career & Education Goals:
Education: Higher education is up to you!
If you do, do a Computer Science Degree, and join the E-Sports Team (doing both of these will allow you to choose from either branch of Tech Guru on Graduation)
Career: Tech Guru (either branch)
Skills to Master:
Mixology
Video Gaming
Programming
DJ Mixing
(only a 5-level skill)
Lifestyles to Get:
Techie
Coffee Fanatic
Indoorsy
Reward Traits to Buy:
Night Owl
Seldom Sleepy
Finding a Spouse:
Your main sim must marry a fellow party club member
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have at least 1 child
(adoption & science babies allowed)
Your heir must find their significant other while in high school & exchange promise rings with them.
Your Heir must take these traits:
Gloomy
Perfectionist
Family Oriented
Your Heir's Aspiration:
Super Parent
Other Goals:
Your main sim must accept every party or outing invitation from friends
(unless at work!)
Your main sim must have at least 5 good friends
Your main sim must have at least 5 enemies
Make a club with your party friends - requirements and perks are completely up to you
Collections To Complete:
(none)
Un-Collections to Complete:
(none)
Generation Ten: Blue
A squeamish Geek who loves mixing music and learning more about computers.
You have the perfect life. White picket fence, loving spouse, beautiful children. But why do you still want more? You have a one time secret affair and will regret it for the rest of your life. Afterward you pour your soul into raising your children and fixing your marriage. You never admit the affair to anyone and dedicate your life to being the perfect mother.
Generation Ten Color:
The color blue is often described as calming and serene, evoking feelings of tranquility and peace. It is associated with the vastness of the sky and the depths of the ocean, symbolizing stability and depth. Blue encompasses a wide range of shades, from light baby blue to deep navy, each carrying its own emotional weight. Additionally, blue is a cool color that can be perceived as refreshing and soothing, making it a popular choice in design and fashion.
Generation Ten Icon:
Packs Required:
Base Game
Nifty Knitting (skills)
Parenthood (aspirations)
Bust the Dust (aspirations)
City Living (career)
Snowy Escape (skills)
Lovestruck (skills)
Jungle Adventures (heir goals)
World Goals:
You may start in any world you want, on any size lot, in any neighborhood!
Building Goals:
I suggest leaving 5 k for your family, that way the people left behind have something to live on, and take the rest. You should have enough money to make a decent Blue Gen house. Again, no cheats!
Tracking:
This generation is active on the tracking site! -> Here <-
Take these traits:
Gloomy
Perfectionist
Family Oriented
Aspirations to Complete:
Super Parent
Lord/Lady of the Knits
Perfectly Pristine
Career & Education Goals:
Education: Higher education is up to you!
If you do, do a Culinary or Art History degree, and pick your career accordingly.
Career: Critic (either branch)
Skills to Master:
Photography
Cooking
Parenting
Knitting
Romance
Skiing (or) Snowboarding
(not both!)
Lifestyles to Get:
(none needed)
Reward Traits to Buy:
Beguiling
Great Kisser
Finding a Spouse:
Your main sim must marry their high school sweetheart.
Your main sim must stay married to the high school sweetheart until death.
Spouse Goals:
None - you can do whatever you'd like with the spouse this generation!
Child Goals:
Have at least two children.
Your main sim must have a onetime secret affair that results in a pregnancy
You must adopt at least one child
All toddlers must be at least "happy toddlers" to age up.
All children must be at least level 5 in all 4 "child" skills to age up.
The heir or heiress must earn at least one positive Parenthood trait before Young Adult age up.
The heir as a teen must begin traveling to Selvadorada on the weekends (or on your off days!) to begin work on their Jungle Explorer aspiration.
Your Heir must take these traits:
Loves Outdoors
Snob
Materialistic
Your Heir's Aspiration:
Jungle Explorer (teen-YA)
Archaeology Scholar (Adult-Elder)
Other Goals:
The whole family must attend the youth festival in Mt. Komorebi weekly.
At the beginning of the generation, add a "Springfest" holiday with the flower bunny and egg hunt traditions (other traditions are up to you)
Take lots of photos of the kids! You love photos, and you love your kids, too!
Make sure to have at least two photos of EVERY age stage for each of your kids and display them on the walls of your home.
The next generation begins as soon as your heir is a Young Adult, but DO NOT MOVE the heir out yet!
Your heir cannot move out until they're an adult!!
I am a 47 year old American wife, mother, and gamer. I’ve lived in the Midwest most of my life, and enjoy it for the changing seasons. My favorite movie is Labyrinth, my favorite game is Sims 4, and I have tattoos related to both. My favorite colors are purple, red, and green. When I’m not playing games (which is rare) I also enjoy reading and crafting. I’m also an animal lover, and have had many types of pets over the years. Currently, I have a dog named Cassie who is a Jack Russel / Beagle mix and five young fancy rats (all of whom are rescues). I run this Sims 4 Blog where I post screenshots and stories about the different challenges I play. Also here are the Sims 4 challenges I've written, and a place for me to store all the Sims 4 knowledge I've gotten over the years. I am also a Sims 4/variety streamer on Twitch for my mental health, fun, and to meet new people. I am also in the EA Creator Network and an Ubisoft Partner, which is a dream come true! I look forward to meeting you!
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