Pretty much every simmer out there has heard of the Not So Berry Challenge, even if they’re not entirely sure of what it is. At it’s heart, it’s a legacy challenge about playing a different sim with different life goals each generation. However, the Not So Berry challenge has been out for so long that there have been MANY additions to Sims 4 since it was released. Plus, I know of a lot of players who get to the end of the challenge and are so attached to their family that they don’t want to stop at ten generations. This adaptation solves that. I added in 20 more generations (as of 1/6/22) to account for the new packs, and gave each generation a color, a story and some unique goals to complete. Just for me, because apparently the challenge wasn’t hard enough already, I also added some additional (optional) goals to the first 10 generations. I tried very hard to keep the spirit of the challenge intact, and to change as little as possible for the first ten generations out of respect for the original challenge. Anyway, I hope you like this! (I, for one, have had a blast playing this rule set!)
Yes! That’s right! This whole challenge is getting a facelift! I’ve acquired a partner who is (as we speak) working on putting together a WEB-BASED free tracking system for ALL of my challenges. The Extended Not So Berry is just the first of many to be added to her website. (See the main Website News page for more info on this partnership if you’re interested!) Every Single generation here will be added to a tracking website, where you can register with a free account to track your Extended Not So Berry Challenge. And you DID read right! My ENSB is now 45 generations of drama and color-coded fun! As soon as I get it all updated and put on the website, each generation will have its own little section, split up by goal type, labelled as to what packs you need, and – the best part – LINKED to the tracking website from my partner, Calendula Petals.
Not only that, but these pages are going to change fairly heavily in looks, as well. I’m calling this new version a full 2.0, after all.
Just a notice saying I’ve posted a new challenge that I will be playing on stream starting tomorrow. It’s called the Winchester Mystery House Challenge, and it’s a “short” build and game play challenge based on a REAL LIFE haunted house. Anyway, the challenge is now linked from the above menus and below.
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 31: Getting an Education (1995s)
After a miserable childhood, you vowed to never let another child be forgotten and left behind. For this reason, you aim to be a teacher, and to have a large, close-knit, and happy family. You get out of your childhood home as soon as you possibly can, and move into the dorms at University, determined to be a huge part of campus activities. You find lots of friends, and a lot of fun, but you never forget your original aspiration and your studies. After graduation, you jump into your chosen career with gusto, and immediately marry and start a family. Your children will never want for anything, and they will always be the best at whatever they choose to be.
Town: Britechester (Gibbs Hill)
Lot Traits: Study Spot, Good Schools, Child’s Play
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Overachiever, Family Oriented
Aspiration: Academic
Career: Education (Professor)
Gen 31 Goals:
Complete the Academic Aspiration on main sim.
Complete the Education career in the professor branch.
Skills to be maxed: Research & Debate and Parenting. (on main sim)
Marry someone you meet at college. The wedding should take place right after graduation.
Have at least three children, and have high relationships with each. Push them to be over-achievers, and have each child join in after-school activities.
Each child must get at LEAST three positive Parenthood traits upon aging into Young Adulthood, and have an “A” in school.
Your heir’s traits will be: Self-Absorbed, Creative, and Party Animal; and their aspiration is Party Animal.
Generation 31 Lots:
Gen 32: Setting the Trends (2000s)
Your parents always wanted the best for you, and an almost too-perfect childhood only made you crave the spotlight even more. As a child, you are drawn to fashion, and the glitz and glamour of the runway. Once you’re all grown up and can shed the burden of a family that always seemed to expect too much of you, you immediately start setting the trends. Seeing your designs in the bright lights is your dream come true. You find celebrity love and begin to dress up your kids in the type of clothes you wish you had always had.
Town: San Myshuno (Fashion District)
Lot Traits: Party Place, Home Studio, Natural Light
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Self-Absorbed, Creative, Party Animal
Aspiration: Party Animal
Career: Stylist (Trendsetter)
Gen 32 Goals:
Complete Party Animal Aspiration on main sim.
Complete Stylist Career in the Trendsetter branch on main sim.
Skills to be maxed: Writing, Charisma, Painting, Photography, DJ Mixing. (all on main sim)
Meet, woo, and marry a celebrity.
Must have at least one child.
Make sure to give everyone in the household makeovers every time they age up, and each household member should have at least two outfits for each outfit category.
Your heir’s traits will be: Genius, Geek, Loner; and their aspiration is Computer Whiz.
Generation 32 Lots:
Gen 33: Hack the Planet (2005s)
Being in the limelight was never your thing. You grew up with your parents being obsessed with it, and you quickly soured to it. You spend all your time in your room on your computer, finding ways to get into trouble. Once grown up, your experience in computers netted you some great opportunities to start your own business, and you took them and ran with it. Finding love, however, wasn’t as easy. You struggle to find a mate, and have two failed fiancés before you finally find one that sticks with you.
Town: Oasis Springs (Parched Prospect)
Lot Traits: Fast Internet, Penny Pixies, Gnomes
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Geek, Loner
Aspiration: Computer Whiz
Career: Tech Guru (Start-up Entrepreneur)
Gen 33 Goals:
Complete Computer Whiz Aspiration on main sim.
Complete Tech Guru career in the Start-up Entrepreneur branch on main sim.
Skills to be maxed: Programming, Logic, Video Gaming. (on main sim)
Meet and woo at least two separate partners who get engaged to you, but later break it off before you find “the one” that stays with you.
Have at least one child.
Your heir’s traits will be: Adventurous, Proper, Active; and their aspiration is Extreme Sports Enthusiast.
Generation 33 Lots:
Gen 34: Adrenaline Junkie (2010s)
You grew up surrounded by technology in a fast-paced world. This became a way of life for you, and you embrace the adrenaline rush that the speed of life gives you. When you hear about Mt. Komorebi, you know you’ve found your new home. You find a job just to pay the bills, but immediately regret the long hours forced on you by Corporate America. Somehow you find ways to slack on the job and still get promotions, and you take as much time off as you possibly can – spending all your free time on the slopes of the mountain. You marry someone who is a part of your climbing group, and after watching the fun that other parents are having with their children in the white wonderland, you and your mate resolve to fill your home with happy voices.
Town: Mt. Komorebi (Yukimatsu)
Lot Traits: Fast Internet, Bracing Breezes, Teen Neighborhood
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Adventurous, Proper, Active
Aspiration: Extreme Sports Enthusiast
Career: Salaryperson (either branch)
Gen 34 Goals:
Complete the Extreme Sports Enthusiast aspiration on main sim.
Complete the Salaryperson career in either branch.
Purchase the Professional Slacker, Entrepreneurial, and Mentor Reward Traits on main sim.
Keep your vacation days at 0 – in other words, when you get one, use it.
Master the Rock Climbing, Fitness, and either Snowboarding or Skiing (or both if you’re an over achiever!).
Marry someone you meet on the mountain and have at least 4 children.
Teach your children to ski or snowboard (each child can pick what they like best) by mentoring them on the slopes. All must have at least level 6 in one or the other before they turn into a Young Adult.
Same sex-marriage is now legal.
Your heir’s traits will be: Self-Absorbed, Outgoing, Squeamish; and their aspiration is Super Parent.
Generation 34 Lots:
Gen 35: The Age of the Cyber Web (2015s)
You grew up connected to the slopes of Mount Komorebi, immersed in the white world it offered your family. However, nature isn’t your idea of a good time. All the creepy critters out there can keep their pristine white world, for all you care. The perfection of your seemingly idyllic family becomes ingrained, and your easy access to the rest of the world through the web causes you to fall head over feet into the trap of technology. You love being connected and having everything at the tips of your fingers. You love social media and making videos for viewers. Your obsession with perfection turns into a need to have the perfect family and perfect life, even in it means being dishonest to portray it to the world. Now that you are an influencer, you have the world watching your every move, and you do whatever it takes to make sure that they only see your “good side”.
Town: Brindleton Bay (Whiskerman’s Wharf)
Lot Traits: Fast internet, Sunny Aspect, Child’s play
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 26: Protest, Activism, & War (1970s)
You grew up around animals, ignored by the parent that should have loved you, and instead only loved anything with fur. Your parent felt their life goal was to save every single pet in the entire universe, which seemed a silly sort of goal. Rather, you decide you want to help a more worthy cause – the environment. You can see how the planet has become industrialized and dirty. All you want in life is to save the planet before things get any worse. The Vietnam War only solidifies your ambition. You believe that everything should be natural and that you must pull away from the processed world entirely. You leave your hometown and move closer to the volcano and the only “wild” area left in the Sulani Islands. You feel deeply, spiritually, connected to the Islands, and you swear you can feel the presence of the ancestors all around you, approving of your crusade.
Town: Sulani (Lani St. Taz)
Lot traits: Great Acoustics or Oceanic Paradise, Island Spirits, Sunny Aspect
Lot Challenges: Off The Grid
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: High Maintenance, Vegetarian, Snob
Aspirations: Inner Peace (and/or) Self-Care Specialist (and/or) Zen Guru
Career: Conservationist
Gen 26 Goals:
Complete Career on main sim.
Complete at least one of the listed Aspirations on main sim.
Max the Guitar, Fitness, and Photography skills (on main sim)
“Save Sulani” by keeping it clean and the trash picked up. (The islands must be pristine by the time the heir moves out.)
Marry a mermaid. (Or have the sim you marry become one through the use of Mermadic Kelp – which can be bought on the Rewards store for 500 points.)
Have at least three children.
Your heir’s traits will be: Art Lover, Horse Lover, and Foodie; and their aspiration will be Expert Nectar Maker.
Starting in the 1970s, Tiny Homes started to become a thing. Use at your discretion.
Generation 26 Lots:
Community Lots Unlocked after this generation: Arts Center, Karaoke Bar
Gen 27: Nectar Valley (1975s)
You were brought up to love nature, and your parents expected you to follow in their footsteps as an activist for nature, but you felt your destiny lay elsewhere. A burgeoning nectar industry was growing in Napa Valley, California, and you couldn’t think of anything more idyllic than running a Nectary of your own, so you packed your bags and moved back to the mainland. Starting a nectary was hard work, but soon your love of parties and friends started bringing people from far away to try your nectars. Slowly, you began turning a profit – enough to afford a luxury you’d always craved… horses. You build a fancy barn and buy a fancy horse, and start competing in the local jumping circuit. Eventually, you even start a family, but inexplicably, your heir seems to see monsters in every shadow, despite the luxury they have grown up in, and you quickly grow apart.
Town: Chestnut Ridge(Rider’s Glen)
Lot Traits: Great Soil, Homey, Party Place
Lot Challenges: Wild Prairie Grass
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Art Lover, Horse Lover, Foodie
Aspiration: Expert Nectar Maker
Career: Running your own nectary and farm, selling nectar for profit
Gen 27 Goals:
Your first job is to become human again (if you were born mermaid, which is likely). Take two Mermadic Kelp, and walk into the ocean.
Main sim must max the following skills: Gourmet Cooking, Nectar Making, Charisma, Mixology, and Horse Riding.
Grow all the crops for your nectar on your own farm, and have a cellar to age your nectars.
At least once a week, throw a party (of any type) with your friends, and be sure to always serve some of your own nectar.
Your main sim must have at least 10 good friends that are NOT a part of your household or family.
Your main sim’s partner must get along with your family and be “respectable” (no evil or mean traits – interpret this as you will).
Your wedding must be held on your Nectary property.
When you can afford it, (and after you have had your first child), build a fancy barn, buy a “fancy” (not rescued or adopted) horse, and begin competing in local jumping competitions. (if you want, you can go back and finally get your main sim to complete the Championship Rider Aspiration).
By the end of the generation, you must have at LEAST 25 sim-created paintings of Excellent quality or better, whether painted by someone in your family, your main sim, or bought elsewhere. (ex. plopsy, romance fest, arts district in Myshuno, sometimes can buy paintings in Sulani as well)
Must have at least 2 children.
Your heir’s traits will be: Paranoid, Socially Awkward, and Hates Children; and their aspiration will be Chief of Mischief.
Generation 27 Lots:
Community Lots Unlocked after this generation: Spa
Gen 28: Cold War Paranoia (1980s)
You were brought up to love nature, and your parents expected you to follow in their footsteps and take care of the family nectary, but you felt danger around every corner. Ferreting out the truth of the matter began to consume your every day, and before you, you knew your true calling was as a spy. You left home and your idyllic life at the nectary for spy academy and never once looked back. This was the time your country needed you, and yes, everyone WAS out to get you!
Town: San Myshuno (Arts Quarter)
Lot Traits: Private Dwelling, Gnomes, Mean Vibe
Lot Challenges: Cursed
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Paranoid, Socially Awkward, Hates Children
Aspiration: Chief of Mischief
Career: Secret Agent (Villain)
Gen 28 Goals:
Complete Chief of Mischief aspiration on main sim.
Complete Secret Agent Career in the Villian branch (it goes to level 11!)
You must move to a different apartment in a different district in the city at least three times this generation, starting in the Arts District. The timing on this is completely up to you. I also leave which district you move to up to you in the middle, but aim to be living in Uptown at the end of the generation.
Master the Fitness and Mischief skills on your main sim.
Marry and have at least 1 child.
Your main sim must spend very little time with their child(ren), and barely get to know them.
Your child(ren) can have no more than three child-age friends each, and have to find new ones every time the family moves (becoming enemies with the old ones).
Your heir’s traits will be: Creative, Perfectionist, Outgoing, and their aspiration will be Mt. Komorebi Sightseer.
Generation 28 Lots:
Community Lots Unlocked after this generation: You may now visit the Onsen in Mt. Komorebi
Gen 29: Bringing Modern In (1985s)
You barely knew your parents, and their constant suspicion and paranoia really grated on your nerves. All you really wanted was to settle down in one place, raise a happy family.. and perhaps be the change you wanted to see in the world. You believed times were a-changing, and you wanted to help others make positive changes in their homes and lives, too.
Town: Mt. Komorebi (Wakaba)
Lot Traits: Home Studio, Natural Light, Peace and Quiet
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Creative, Perfectionist, Outgoing
Aspiration: Mt. Komorebi Sightseer
Career: Interior Decorating
Gen 29 Goals:
Complete Mt. Komorebi Sightseer Aspiration on main sim.
Max career on main sim.
Skills to be maxed: Painting, Photography, Charisma (on main sim)
Do your best to make-over houses in the world, bringing the modern generation to the houses.
Have at least 2 kids.
Starting this generation, Computer Club afterschool activity is allowed.
Your heir’s traits will be: Child of the Village, Nosy, and Cringe; their aspiration will be either Discerning Dweller or Fount of Tomarani Knowledge.
Generation 29 Lots:
Gen 30: Nosing Around the Neighborhood (1990s)
Your parents believed in light and goodness and that everyone really just needed a cozy place of their own to live in to be happy. You, on the other hand, knew better. Everyone had secrets and the juicier the secret, the more you wanted to know it. You found out quickly that you had a talent for weaseling your way in and finding out all the dirty little secrets people probably should keep hidden… and you make a living from it. Rising quickly among the ranks of journalism, you spend your life hunting down every secret that isn’t completely nailed down. (And if it’s nailed down, you’re only more determined to ferret it out!)
Town: Tomarang (Koh Sahpa)
Lot Traits: Convivial, Mean Vibe, Singles Hangout
Lot Challenges: Maintenance Troubles
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Child of the Village, Nosy, Cringe
Aspirations: Discerning Dweller/ Fount of Tomarani Knowledge
Career: Writer (Journalism Branch)/ Tenant
Gen 30 Goals:
Complete Discerning Dweller Aspiration on main sim
Complete Fount of Tomarani Knowledge on main sim
Reach Level 10 of the Writer career in the Journalism Branch on main sim.
Master Writing (main sim)
Master Charisma (main sim)
Master Mischief (main sim)
Have at least one child, and ignore it (The child must be reared by spouse or nannies)
Spend all your main sim’s time digging in garbage, finding out secrets, and even breaking into houses to spy on people. Feel free to use the StrangerVille bugs, and you can install a burglary mod if you’d like.
Your heir’s traits will be Genius, Overachiever, and Family Oriented; their aspiration will be Academic.
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 21: Chaos Versus Order (1939-1945)
The Depression finally ended, but things didn’t get better – instead, the world up and went to war again. You’d heard stories all your life about the antics of your great-great-grandfather in the first world war – but you wanted something different. You wanted to become a great leader. So you went into the Military as was expected, but you aimed to be an Officer so you could send more money home to your family. This also gave you a sense of prestige and power that you desperately needed after growing up in such a horrible state. Your family lives in base housing and you visit when you can.
Town: Copperdale (Plumbite Cove)
Lot Traits: Homey, On the Ley Line, Child’s Play
Lot Challenges: Gremlins
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Self-Assured, Neat
Aspiration: Bodybuilder
Career: Miltary (Officer)
Gen 21 Goals:
Complete the Bodybuilder Aspiration on main sim (provided you live through the war).
Max Fitness and Charisma (on main sim – or as close to max as you can get before a bad roll)
Try to max your career – however, don’t stress too much if you can’t since leaving for the war will make this extremely difficult.
To simulate the war, your main sim will again be moving out for periods of time while they are deployed. Nearly 40% of the US population were listed as casualties because of the war, so your chances of your main sim dying are much higher. Just like we did in WW1, have your main sim get their job, get married, and get the wife pregnant before the first deployment. Each deployment (for ease of play) works nearly the same way: this time, move your main sim out of the main household for 6 days, then back in for one, getting the wife pregnant again while home and rolling to see what happened to your main sim during their deployment (see below for roll information). Then, repeat the process. EACH time your sim is deployed, you re-roll to see what happens. For WW1, we had a total of three deployments, but for WW2, the war was longer, so there are more deployments. There are five deployments this time, with the last one being only 3 days like last time (this makes the total time the war is going 31 days.) Yes, this means you have to roll five separate times. For the roll: roll a ten sided die – a 1 or 2 means your sim died outright (move them back in and kill them however you wish); a 3 or 4 means they were wounded and are immune from any further deployments. Rolling 5 – 10 (a 0 on the die) means your sim is (at least physically) healthy and continues the pattern. Once the war is over, you have time to work on your main sim’s skills and career (provided they lived).
Provide a safe and secure home for your children. All disobediences must be punished strictly.
Have at least 4 children. (or as many of them as you can before your sims dies, if you happen to roll badly).
Your heir’s traits will be: Self-Absorbed, Neat, Creative; and their aspiration will be Master Actor/Actress.
Generation 21 Lots:
Gen 22: Hollywood’s Golden Era (1950s)
You grew up on a military base in a strict household. You were expected to find a good career and make something of yourself. However, you wanted to act. You wanted your whole world to revolve around the Silver Screen. You move to the expensive side of Del Sol Valley and become an actor or actress. You rise in popularity and soon become one of the most sought after actors (or actress) of the decade.
Town: Del Sol Valley (The Pinnacles)
Lot traits: Penny Pixies, Good Schools, Celebrity Home (this last one is only unlocked once sim becomes famous – add this lot trait once your sim gets their third celebrity star)
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Self-Absorbed, Neat, Creative
Aspiration: Master Actress/Actor
Career: Actor/Actress
Gen 22 Goals:
Complete Master Actress/Actor Aspiration on main sim.
Complete Actor/Actress career on main sim.
Skills to be maxed: Acting, Comedy, Mixology and Singing (on main sim)
Become a famous actor. By the time your heir moves on, have your main sim get all five stars as a celebrity.
Marry five times. Divorced three times, widowed once (kill off this sim however you wish). One spouse outlives you and ends up taking care of the kid.
Have one child, and ONLY one child, unless you “luck out” and get twins or triplets. You may choose which of the three surviving spouses the heir will come from as you wish. (Do not pick from the one that dies, or the one you stay married to until your death).
Your heir’s traits will be: Loner, Romantically Reserved, and Socially Awkward; their aspiration will be Five-Star Property Owner.
Generation 22 Lots:
Gen 23: Seeking Obscurity (1955s)
After being stuck with a Celeb for a parent, you had no desire to EVER be in the limelight again… but you knew that you’d have to support yourself somehow. So, you took your inheritance and ran with it. You bought a lovely big home, and subdivided it into apartments with the intention of being the best landlord there ever was. The problem? You’ve never been the best at social situations. So you dive into your ability at handiness, and vow to at least make sure that everything in your tenant’s units is at least working right all the time, even if your love life isn’t…
Town: Ciudad Enamorada (Plaza Mariposa)
Lot traits: Private Dwelling, Peace & Quiet, Homey
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Complete the Five-Star Property Owner aspiration on main sim.
Master Charisma (main sim)
Master Handiness (main sim)
Find someone and get married (do not have to STAY MARRIED).
Have children until you have 1 boy to be heir – the heir does not have to be born to your first marriage, nor even in wedlock.
Spend as much time with your heir as possible, and become the very best of friends with them.
The heir must maintain a “best friend” relationship with their main sim parent, even after this sim is divorced and is living out of the main household.
When your heir moves out, the main sim WILL move out with them, and live the remainder of their life with the next generation.
Your MALE heir’s traits will be Active, Bro, Ambitious; and their aspiration will be Serial Romantic.
Generation 23 Lots:
Gen 24: Wrapped up in Sports (1960s)
Your parents never seemed to get along, but at least one of your parents was ALWAYS there for you. They were almost always home (if they weren’t fixing the neighbor’s water heater) and they came to every sporting event you were in, cheering you on. Before long, with their support, you began to have dreams of greatness, and vowed to pursue a career in Athletics. Even after moving out on your own, this parent and you stay in touch and they inspire you to be one of the “greats”.
Town: Copperdale (Prescott Square)
Lot traits: Bracing Breezes, Sunny Aspect, Good Schools
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Bro, Ambitious
Aspiration: Serial Romantic
Career: Athlete (Pro Sports)
Gen 24 Goals:
One way to play this generation would be sending your sim to University, and have them join the sports team there, then get into the Athletic career and “start” the generation only after they’ve graduated, but I leave this choice up to you.
If you do decide University is for you – have your sim live at their parent’s home while they study, and commute to classes and sports games. Once graduated, then move to the new home area, pick out the correct Lot Traits, and truly begin the generation.
If you skip University – start the generation as you do normally: move to your new home, set Lot Traits, get your career, etc.
Complete the Serial Romantic Aspiration on Main sim.
Complete Career on main sim.
Skills to be maxed: Fitness, Charisma (on main sim)
Never marry, but have LOTS of girlfriends or boyfriends (or both?). Continue to have children as a result of one night stands until you have a girl and dote on that girl, mostly ignoring any other children.
Your heir must be female and have the traits: Cheerful, Unflirty, and Cat or Dog Lover (your choice); while aspiration will be Friend of the Animals.
Generation 24 Lots:
Gen 25: Raising the Hackles (1965s)
You grew up in a supportive single-parent environment, with pets that you adored. Because of this, you couldn’t help but focus on animals. You love them all and want to save them all. Your entire focus is on the animals, leaving your social skills with people floundering in the dust. You try to make friends and find love, but your idea of finding companionship always requires you to be at the bottom of a bottle to get up the courage. You have a child but it is a result of a drunken one-night stand that you wish you could forget. Hence, you hire help, and go back to helping the animals instead.
Town: Brindleton Bay (Sable Square)
Lot traits: Breeding Grounds, Training Ground, Pet (you choose cat or dog) Hangout
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Complete Friend of the Animals aspiration on main sim.
Skills to be maxed: Pet Training, Logic, and Veterinarian (all on main sim)
Own and run a highly rated vet clinic.
Have at least three pets at all times.
Never marry – you are too busy with your vet clinic and your pets for romance. Your main sim’s attempt at romance is a series of one-night stands. Never have a girlfriend or boyfriend, either. The romance always falls apart before your sim gets that far.
Have a child by one of these one night stands – this will be your only child (unless, of course, it’s multiples). If your main sim is a male, you can have the mother move in until after the baby is born. As soon as the baby is born, the mother must again move out.
Your child is mostly ignored by you, and is raised mostly by nannies and babysitters.
Your heir must be FEMALE, and their traits will be: High Maintenance, Vegetarian, and Snob; their aspiration will be one of three: Inner Peace, Self Care Specialist, or Zen Guru (your choice).
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 16: Country Living (Victorian Continued – 1890 AD – 1900 AD)
Your parents were obsessed by the supernatural, and their travels to different haunted houses all the time sparked an intense desire in you to be home with your family. Your parent moves with you when you move out, convinced that the best thing they could do is be there while you start your family. The bucolic farm life calls to you, and you throw yourself into raising animals, caring for your land, and spending time with your growing family.
Town: Henford-On-Bagley (Old New Henford)
Lot traits: Great Soil, Peaceful and Quiet, Homey
Lot Challenges: Off The Grid, Wild Foxes, Simple Living
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Animal Enthusiast, Loves Outdoors, Family Oriented
Aspiration: Country Caretaker
Career: Self-Employed Farmer
Gen 16 Goals:
Your last generation’s Main Sim will be living with you. Make sure you provide them a small apartment, and keep a close relationship with them.
Complete the Country Caretaker Aspiration on your main sim.
Max the Gardening, Fishing, and Cooking skills on your main sim.
Max Knitting, and Cross-Stitching skills. (does not have to be on main sim)
Have at least 3 children.
Own at least one cow, two Llamas, 6 chickens, and maintain a large selection of plants in your garden.
Build a Pond somewhere on your property and stock it with various types of fish.
Build a Family graveyard to bury your parent (when they die).
Your heir’s traits will be: Active, Goofball, and Loves the Outdoors, and their aspiration will be a choice between Jungle Explorer and Archaeology Scholar.
Generation 16 Lots:
Gen 17: Into the Tombs (Edwardian 1901 AD – 1910 AD)
Your parents doted on you and their farm. They instill in you a desire to travel the world and study what came before. Hiring a caretaker to care for your home, you begin travelling to distant lands and learning about ancient cultures. You uncover old artifacts and learn a new language. You fall in love with someone from far away but they die long before their time is up and leave you to raise your child with only the help of your caretaker.
Town: Willow Creek (Courtyard Lane)
Lot traits: Sunny Aspect, Homey, Bracing Breezes
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Goofball, Loves the Outdoors
Aspiration: Archaeology Scholar and/or Jungle Explorer
Career: Self-Employed Archaeologist
Gen 17 Goals:
Complete One (or both) of the listed Aspirations on your Main Sim.
Max the Archaeology, Fitness, and Selvadorian Culture skills on your main sim.
Move in a townie or created sim of your choice to leave at home to care for home and family.
By this generation, Electricity was starting to become more common. It’s still rare, but your family can afford to have your home hooked up – in other words, no more Off The Grid Lot Challenge!
Must marry a native of Selvadorada.
Have children until you have a boy – this will be your heir. (Yes, you can use carrots to “force” a boy on your first child if you want.)
Spouse must die shortly after the boy child is born, preferably during his toddlerhood. After this, have your main sim become distant with all the children.
Explore the entire jungle in Selvadorada.
Your heir must be male and their traits will be: Active, Good, and Self-Assured, and his aspiration will be Big Happy Family.
Generation 17 Lots:
Gen 18: The War to End All Wars (WWI – 1914 AD – 1918 AD)
When you were a teenager, the world up and went to war. One of your parents died young and the other never properly mourned their loss. You had a few friends but no one to really lean on. You felt abandoned and the discipline and brotherhood of the military seemed to call to you. You loved your country and wanted fight for the cause, enlisting as soon as you were able gladly. As for love, you fell in love shortly before heading off to war and the two of you married quickly, conceiving your first child before shipping out. When you arrive home from the war, you have some personal demons to fight through, but your big family from the times you were home on leave is there to help you through. However, jobs are scarce and supporting all those children is expensive, causing you to emigrate to the New World in search of better times ahead.
Town: Newcrest (Bridgeview)/San Myshuno
Lot Traits: Homey, Good schools, On the Ley Line
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Active, Good, Self-Assured
Aspiration: Big Happy Family (does not need to be completed during this generation)
Career: Military (Covert Operator) – do NOT need to Max this career, you will not have time.
Gen 18 Goals:
Max the Fitness and Handiness skills on your main sim (provided he isn’t killed or wounded, obviously.) Your spouse must Max the Parenting skill.
Go off to war for long periods of time – Move your main sim out of the house for 7 days, then, move them back into the household for 1 day to simulate “leave” (making sure to get the spouse pregnant again while home). Do this once again, to total 16 days, then move out for the final deployment of 3 days for a grand total of 19 days. For EACH deployment, roll a 10 sided die. If you roll a 1, your main sim didn’t survive the deployment – move him back in and have him die of whatever method works the best for you. If you roll a 2, he was injured during the deployment and moves back home permanently, skipping any future deployment. If your sim was injured, change his “Self-Assured” trait to “Gloomy” using either a re-traiting potion or the cas.fulleditmode cheat, and he will remain home during the rest of the war. Rolling any other number means your sims is just fine, and can continue with deployments until the end of the war.
When the war is over (19 days after the first deployment starts) – have your main sim quit his military job (if he survived, obviously), and move the entire household to The Old Salt House lot in San Myshuno (Spice District) and build them a house. This simulates the entire family moving to the United States.
Have at least 5 children (unless your main sim dies, obviously). If you haven’t had five yet by the time the war ends, keep trying.
After the war, have your main sim become distant with his family, especially if he got wounded during the war.
Your heir’s traits will be Evil, Mean, and Hot-Headed, and their aspiration will be Public Enemy.
Generation 18 Lots:
Community Lots Unlocked after this generation: National Park, Nightclub
Gen 19: Gangsters and Flappers (1920s)
You grew up in a time of war in a huge family. Sometimes food and other necessities were hard to come by. Things didn’t get a whole lot better after your family emigrated to the United States following the war. You turned to the streets in order to survive, falling into the wrong crowd and starting a life in the underground world. You obeyed no rules but your own, and eventually became the most fearsome mobster in the city.
Town: San Myshuno (Spice District)
Lot traits: Penny Pixies, Convivial, Party Place
Lot Challenges: None
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Evil, Mean, Hot-Headed
Aspiration: Public Enemy
Career: Criminal (Boss Branch)
Gen 19 Goals:
Complete Public Enemy Aspiration on main sim.
Complete Career on main sim.
Max the Logic, Mischief, Fitness, and Charisma skills on your main sim.
Become a mob boss. Use the club feature to create your own “mob”.
Must throw parties to flaunt your power and money – at least one per week.
Marry the child of an enemy.
Your spouse hates you but will never leave you because they are terrified of you.
Have at least 2 children.
Starting this generation, you are allowed to follow your sims to High School – although you may want to give the High School and auditorium lots a makeover first.
Also starting this generation: you may join all after school activities EXCEPT Computer club! (for obvious reasons)
Your heir’s traits will be: Noncommittal, Family Oriented, Gloomy, and their aspiration will be Renaissance Sim.
Generation 19 Lots:
Gen 20: The Great Depression (1929 – Late 1930s)
Your parent was a notorious gangster, so you had never wanted for money or material goods. You move away, but, even then, money isn’t an issue, because your parents provide you with a generous inheritance. This all changes when the stock market crashes. Not only do you and your family lose everything, but you can also no longer keep a job for any length of time, and supporting your new family becomes next to impossible. Every Simoleon earned is a struggle. You are kicked out of your home, and the only place you can find to live is a horrible slum. Despite hating it, you know you must survive. Sticking together and hard work is the only way to do this so that your family can live on.
Town: Del Sol Valley (Mirage Park)
Lot Traits: None!
Lot Challenges: Grody, Filthy, Cursed, Off The Grid
Holidays:
Spring: Easter – Give Flowers, Egg Hunt, Grand Meal, Flower Bunny
Summer: Fourth of July – Barbeque, Fireworks, Drinking, Party Spirit
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Non-committal, Family Oriented, Gloomy
Aspiration: Renaissance Sim
Career: Whenever you hit level 4 of a career, you must quit your job and find a new one (Exception: the first career you choose, you will go to level 5). You can never get promoted past this point. If you run out of options for a career from the following list, you can no longer get a job. Odd jobs are also allowed (although, you may want to restrict which ones you can do to the ones that don’t require modern technology). (Allowed careers: Athlete, Business, Criminal, Culinary, Entertainer, Painter, Writer, Gardener, Education, and all part-time Careers. I suggest NOT having your sim “work from home” in any career that allows this because that usually involves technology.)
Gen 20 Goals:
Start this generation as usual, by moving out to a lot in the new area and building a home (do not start out with any lot traits!). Find a job in any of the above listed careers, then find a spouse and start your family. Do not add lot challenges yet!
As soon as you are promoted to Level 5, the stock exchange crash happens. Immediately quit your job (this job is then crossed off the list of available jobs), bulldoze the house, set your money at 5000 Simoleons with a money cheat, and add in your new lot traits (listed above). All the riches your family had previously made are now gone and this is all the money you have to build your new home. (Do not expect a rescue from your parents, either – they lose everything in the crash, as well.) Your family will never recover the rest of the riches you had saved over the generations – you are starting completely over in the money department.
Also: Yes, you read that right, once the stock market crashes, you are back to having no electricity again. I hated doing this to you guys, but keeping the lights on just wasn’t realistic. Add all listed Lot Challenges to your lot.
One other thing: Prohibition was a thing in this time, so do NOT build or visit any commercial lots with a bar (unless designed like a speakeasy) and there are no bars allowed on your home lot.
Your Main Goal: Survive this generation!
Complete the Renaissance Sim Aspiration on your main sim.
Your aspiration requires you to choose 6 skills to get to level 8. Take three of those to Max. For this generation only, you are free to pick what those skills are (barring the Mixology skill, of course)!
Have at least 3 children (one must be a male to be heir)
Your heir must be male and their traits are: Active, Self-Assured, Neat, their aspiration is Bodybuilder.
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 11: Georgian Era Power (1714 AD – 1830 AD)
Powdered wigs and full skirts are in fashion. Social stations have officially divided the classes, but you were fortunately born into a wealthy family. You have left behind the islands (and your fins), and returned to society. The king has awarded your family with pardon for the crime of Piracy, and a noble title for your work in fighting the witches and werewolves. You love a party and the social scene. You want nothing more than to be popular and well respected by your peers. You’ve become greedy and obsessed with your social status. You become a politician to advance this and keep the lower classes at bay. You have children only because it is expected of you but you have no desire to interact with them until they are older.
Town: Newcrest (Llama Lagoon)
Lot traits: Convivial, Party Place, Mean Vibe
Lot Challenges: Off the Grid
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None. Just filled with parties.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
You love a good party. You must throw a party every weekend, as well as for any birthdays (except babies), weddings and during holidays.
You may use NPC’s like maids and butlers as servants. Optionally, moving in a townie sim to be your servant is also okay so long as they have their own area of the home.
Max the Charisma and Logic skills and one musical instrument of your choice on your main sim.
Marry but have several (at least two) extra-marital affairs.
Have at least two children by your wife (and however many you want out of wedlock – only the ones by your wife are eligible to be heir, though.)
Have nothing to do with your children until they are teenagers on your main sim – unless it is to do mean interactions. (Interactions once they are teenagers are at your discretion – feel free to tell the story however you wish.)
Starting in this generation, you can now “Woohoo” instead of always “Try for Baby”!!
Your heir’s traits will be: Good, Romantic, Bookworm, and their aspiration will be Bestselling Author.
Generation 11 Lots:
Community Lots Unlocked after this generation: Vet Clinic; Library (the first ones were founded in the mid 1700’s)
Gen 12: Regency Era Lover (1795 AD – 1837 AD)
Your father was a greedy man and it was hard to admire him. You always had more of a romantic and kind side. You moved away from the family home and bought a small estate near the seashore. You love to read and write. You always had a wild imagination and dreamed of becoming a writer. So, now you write books under a pen name so that no one knows who you really are. You are the child of a lord, after all.
Town: Brindleton Bay (Cavalier Cove) (If you have the Tartosa world, use the Terra Amorosa district as your home district. Cavalier Cove and and Porto Luminoso will both be commercial in this case.)
Lot Traits: Home Studio, Peace and Quiet, Penny Pixies
Lot Challenges: Off the Grid
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Winterfest – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Traits: Good, Romantic, Bookworm
Aspiration: Bestselling Author
Career: Writer (author branch)
Gen 12 Goals:
Master Career (level 10) on main sim.
Complete Aspiration on main sim
Skills: Writing, one instrument of your choice, and Singing. (on main sim)
Write as many books as possible – most of your main sim’s time should be spent writing any other time should be spent romancing their spouse.
Fall in love with someone of a different “class” that is older than you.
Your spouse should have a bad relationship with your extended family.
Write the book of life and link it to your spouse. When your spouse dies, bring them back to life.
DO NOT HAVE CHILDREN. You don’t have time for them, anyway.
Your generation will end when both main sim and spouse have died of old age. Choose to have BOTH become ghosts and move on to the next partial generation!
Generation 12 Lots:
Gen 12.5: Unable to Say Goodbye (Victorian Era Part 1 1838 AD – 1849 AD)
Of note: This generation is listed as a partial generation simply because you’re using the same sim for this as you did for the last generation – this just happen to be a ghost this time. Next generation is, technically, the same sim again, but you will have different traits and (possibly) looks.
Your whole life was wrapped up in the one you love, and who said death had to change that?? When you and your love finally expire from old age, you move to the netherworld of Ravenwood, and manage to find jobs as Reapers thanks to the Grim Reaper’s compassion for your plight. Now your quest becomes to be reincarnated. Your only wish is to be able to start your life again, this time with a family that can appreciate you, and in a – hopefully – less spooky area of town.
Town: Ravenwood (Mourningvale)
Lot Traits: Private Dwelling, On Hallowed Ground, Romantic Aura
Lot Challenges: Off the Grid, Spooky
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Winterfest – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Traits: Lovebug, Romantic, Bookworm, Wise (if you can)
Aspiration: Ghost Historian
Career: Reaper (BOTH sims)
Gen 12.5 Goals:
This generation BEGINS when your main sim dies of old age from the previous partial generation. At which point – so that everyone doesn’t know you’re sentient ghosts, you move to Mourningvale with your spouse and continue your life’s Journey.
Complete the Reaper Career (main sim)
Complete the Reaper Career (spouse sim)
Become best friends with the Grim Reaper (main sim).
You have vowed to never be separated from your “true love,” so always go everywhere together. Work, free-time, parties, whatever. Your two sims should always be together.
Master the Thanatology skill (main sim)
Master the Thanatology skill (spouse sim).
Finish the Soul’s Journey on your main sim and prepare for reincarnation.
Finish the Soul’s Journey on your spouse sim and prepare for reincarnation.
DO NOT HAVE CHILDREN.
ONCE BOTH sims are ready for reincarnation, you can pick (and/or make) families for them to be reincarnated into. The main sim’s family must live in Whispering Glen in Ravenwood, and the spouse’s prospective family must live anywhere BUT Ravenwood.
Both your main sim and your spouse sim will get reincarnated as infants into their respective homes.
Choose whatever traits and looks and relationships you want for the spouse sim, they are, in effect, getting lost in translation and are leaving the challenge.
Your main sim’s reincarnated traits will be: Macabre, Chased by Death, and Gloomy. Remember: the next generation is starting as an infant, so no Aspiration yet! Also: remember, you are WELCOME to change your sims’ looks.
If you choose, you can decide NOT to set the new family as your “parents” in the relationships.
Generation 12.5 Lots:
Gen 13: Reincarnation (Victorian Era Part 2 1850 AD – 1864 AD)
Of note: This generation is listed as a partial generation because you’ll be using the same sim for this “half” generation. This part of the generation encompasses your reincarnated sim from the age of Infant until they age out of Teenage years.
You have now been reincarnated – you thought – with your love, but where could they have gone? With your love nowhere to be found, and the Grim Reaper constantly breathing down your neck, where could you possibly go next? As you become a teenager, you realize the life you thought would be perfect… is not, and you vow to remove yourself from the world as you have always known it. Your only goal is to make enough money and squirrel it away so that as soon as you’re old enough you may move away from Grim’s influence on your life. The only job you can find is a part-time job at a Mausoleum, and you resent it every day you must work there.
Town: Ravenwood (Whispering Glen)
Lot Traits: Good Schools, Child’s Play, Teen Neighborhood
Lot Challenges: Off the Grid, Scare Seeker
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Winterfest – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Traits: Macabre, Chased by Death, Gloomy
Aspiration: Playtime Captain (child), Live Fast (teen)
Career: Handyperson (part-time as a teen)
Gen 13 Goals:
Remember: your sim will be changing traits in this generation from last generation, and you are more than welcome to change what they look like. Even their family ties can be changed should you wish to!
Grow up in a supportive and loving family, but with no contact with your reincarnated spouse. (They got “lost” in the transition!)
May choose an after school activity as a child, but do remember, it must be completed (i.e. scouts or drama) by the time you get to be a teenager.
Complete Playtime Captain Aspiration as a child (main sim).
Complete Live Fast Aspiration as a teenager (main sim)
Must have a part-time Handyperson career while a teenager (and get to rank 3 of the job).
Avoid romantic Relationships as a teen this generation, you’re still feeling lost and confused that you cannot find your “true love” from last generation!
Master Handiness as a teenager (main sim).
The “next” generation begins when your main sim reaches Young Adulthood and moves out of their “happy” home.
Give your main sim their final trait, and one of the three Vampire Aspirations (Master Vampire, Vampire Family, or Good Vampire – your choice).
Generation 13 Lots:
Before playing Generation 13.5, make sure to download (or make) a vampire who can turn your main sim and have the vampire live in a house somewhere in Forgotten Hollow. It might be helpful to have this vampire be high-ranking so that they will be able to train your sim later, as well.
Gen 13.5: Gothic Nightmare (Victorian Era Part 3 1865 AD – 1880 AD)
Finally old enough to move out, you take your stash of money, your obsession with flowers, death, and mortality, and you get as far away from Ravenwood as you can. You move to a small town deep in the country that no one has ever heard of, as far from Grim’s as you can get, hoping to be forgotten. There, you discover vampirism, allowing you to become a child of the night and live forever, free of Grim’s Influence for good. In this town, the darkness consumes you, and you retreat completely from the world. However, without your original love, you feel the need to replace their love with someone new, and you seduce someone new, and bring them into your world of forever darkness.
Town: Forgotten Hollow
Lot traits: Dark Ley Line, Vampire Nexus, Registered Vampire Lair
Lot Challenges: Off the Grid
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Macabre, Chased by Death, Gloomy
Aspiration: Master Vampire, Vampire Family, or Good Vampire (your choice)
Career: Undertaker (Mortician branch)
Gen 13.5 Goals:
Max the Flower Arranging, Pipe organ, Gemology, and Vampire lore skills on your main sim.
Master the main Sim’s Undertaker career (Mortician branch).
Cut off any connections with your parents after moving (contacting the rest of your family is at your discretion, but I suggest cutting all ties so that your secret doesn’t come out).
Must seduce a young man/woman and fall in love with them (after becoming a vampire). You must then turn them (into a vampire) so you can be together for ever.
Must become a master vampire.
Electricity is now a thing – however power to homes is still incredibly rare. Continue to use the Off the Grid Challenge until directed otherwise.
NO travel to anywhere outside of Forgotten Hollow this generation.
Wait to have children until after your spouse is a vampire, as well. Yes, this means your children will be undead.
Have at least 2 children.
Become best friends with the vampire who turned you – they have almost become your surrogate parent.
The heir must Max the Vampire Lore skill before moving out to start the new generation, and have made themselves a Vampire Cure potion (costs $1000 and can be made at any bar).
Your heir’s traits will be: Rancher, Loves Outdoors, Horse Lover, and their aspiration will be a Championship Rider.
Generation 13.5 Lots:
Gen 14: Riding the Range (the American Old West – 1837 AD – 1895 AD)
You were born undead but you always had a respect for life. As soon as you could, you left your dark beginnings behind and became mortal. While your parents remained unmoving, never leaving their little hollow, you wanted to explore. So when everyone started talking about all the opportunities in the American west, you were on one of the first ships to America and joining a wagon train to find your destiny. You got yourself a homestead, and began doing what you had always wanted to – training horses. Without much in the way of money, you rescued everyone else’s cast-offs, and made them into amazing partners for their new owners. Your handiness keeps things working for far longer than they probably should, and your little ranch slowly became a haven for your animals and you began to think about the future. Becoming a member of the community, you get to know the locals, and finally find the woman of your dream at the local dance hall. Marrying and starting a small family, you make sure your child(ren) always know where you came from, so that they would never fall prey to the night.
Town: Chestnut Ridge (Galloping Gulch)
Lot traits: Great Soil, Bracing Breezes, Homey
Lot Challenges: Off the Grid, Wild Prairie Grass
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Rancher, Loves Outdoors, Horse Lover
Aspiration: Championship Rider *does not need to be completed!
Career: Rescuing, training, and selling horses
Gen 14 Goals:
The first thing you must do is become human. Drink that Vampire cure you brought with you.
Being that you left home without your parent’s blessing, you must leave with only 20,000 – the only money you could squirrel away without them noticing. This is ALL you have to start your ranch!
Max the Fitness, Horse Riding, Dancing, and Handiness skills, all on main sim.
Rescue at least 10 horses during your lifetime, train and sell each for a profit.
At least 3 foals must be born on your ranch.
You must have at least three mini goats and sheep at any one time. (Any other animals are at your discretion.)
You must win at least five endurance and 5 western pleasure competitions with your main sim, but you do NOT need to complete the Championship rider aspiration, as barrel racing didn’t exist yet, and jumping wasn’t a big thing in the old west.
Once a week, you must head to the commercial district of your town and visit the local bar to dance and socialize. Your mate must be met here.
Have at least one child.
Make sure your child(ren) know the dangers of Vampires (teach them Vampire Lore to level 15 before they are a YA, so they could cure themselves if something unforeseen should happen!)
Your heir’s traits will be: Genius, Self-Assured, Family-Oriented, and their aspiration will be Successful Lineage.
Generation 14 Lots:
Lot type Unlocked after this generation: Haunted House
Gen 15: Age of Spiritualism (Victorian continued 1870 (ish) AD – 1890 AD)
Your parent always told you horror stories about having been raised as a vampire. Their conviction that those creatures existed led you to believe in more than just the Vampire kind of supernatural. However, you feel that, to find those ghosts, you must be once again in the “Old Country”. Buying passage of the first ship you find, you take your inheritance and travel to the land or your ancestors, despite your parent’s objections. You find an ancient settlement and begin your search for the ghosts. You long to speak to them, to learn from them. In the process of learning to do this, you end up starting a business to help others get rid of their troublesome specters. Once you have an heir, you realize what a mistake you made, leaving home like that, and you become more and more focused on your heir, eventually losing touch with your other friends, and even your spouse in your quest to make sure your child won’t make your mistakes.
Town: Willow Creek (Pendula View)
Lot traits: Private Dwelling, Child’s Play, Good Schools (Lot must be set to “Haunted House” instead of Residential)
Lot Challenges: Off the Grid, Spooky, Cursed
Holidays:
Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Summer: None.
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas: Give Gifts, Grand Meal, Festive Lighting, Festive Spirit
Traits: Genius, Self-Assured, Family-Oriented (must also buy the Brave trait)
Aspiration: Successful Lineage
Career: Paranormal Investigator
Gen 15 Goals:
Max the Parenting, Logic, Medium, and Vampire Lore skills (Vampire Lore should already be done when you start the generation) all on main sim.
As mentioned above, your house must be a haunted house. Through this, you will meet Guidry, and he will help you get your license to become a Paranormal Investigator (DO NOT skip this step and buy the license from the Reward Store!).
Earn enough points to buy the Brave trait – you are welcome to pick another aspiration (or more than one) to work on to get more points.
Starting this generation, you are allowed to travel to areas other than your home neighborhood and the local commercial area. (Within reason – if it seems like that town would be too far away, you can still restrict travel)
Have at least one child, and dote on them. Encourage good grades and values.
When your heir is old enough to move out, divorce your spouse, leave them behind, and move with your child. (This will allow you to finish your Successful Lineage aspiration.)
Your heir’s traits will be: Animal Enthusiast, Loves Outdoors, Family Oriented, and their aspiration will be Country Caretaker.
In Tudor-Era Europe, many households—especially those outside strict religious circles—encouraged artistic and musical pursuits as part of emerging Renaissance culture, reflecting a growing interest in humanism and secular learning. At the same time, a rising concern among clergy and moralists warned that such secular focus could distract from proper spiritual discipline, leading some individuals to later view their upbringing as lacking in piety. Within noble households, cooks played demanding roles: they managed large kitchens, coordinated with stewards, maintained hearth fires, and prepared elaborate meals that showcased a lord’s wealth and status. These workers faced daily hardships, including long hours, fluctuating ingredient supplies, and the pressure to satisfy high-ranking guests. In this context, a person seeking greater spirituality might have balanced their duties with private devotions, reflecting broader tensions between worldly Renaissance interests and traditional religious expectations.
As soon as you come of age, you escape your parents' home to head to the countryside. As you grew, the secular, artsy nature of your parent's world slowly brought more and more unease to your soul. You began to fear that the joy found in music and painting had kept them from proper spiritual devotion. Now, working as a cook in a noble’s household, you rise before dawn to stoke the hearth, barter for fresh ingredients, and endure the constant pressure of producing lavish meals on an unpredictable schedule. Amid the clatter of kitchens and the demands of stewards, you quietly seek ways to atone for your parents' misdeeds—whispered prayers while kneading dough, or small acts of charity slipped in between your duties. The ghosts in the old manor house only stoke the fires of your renewed longing for spiritual grounding until it becomes a private counterweight to the worldly chaos around you.
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Windenburg (Windslar)
Lot Traits:
Homey
Chef's Kitchen
Private Dwelling
Lot Challenges:
Off The Grid
Spooky
Other Sims and Lots:
Prior to starting this generation, make sure you have built or added a church community lot for your sims (Suggested venue types: generic, wedding venue, or park).
Also, you WILL want to populate the rest of Windenburg for this generation with other sims to interact with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
The home lot should look like a Peasant home, one that might be on the grounds of a nobleman's country home in the Tudor era.
Holidays:
Early Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
Late Spring: Shrove Tuesday – Mischief Spirit, Fighting, Grand Meal
Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Travel Rules:
Can ONLY Visit Allowed lots in Windenburg - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
The three special Windenburg lots ARE unlocked for travel, provided the Chalet has been made over to be era-appropriate (i.e. no electricity and modern do-dads.) I would still avoid traveling to parties at those lots when other sims invite you, because there will be modern things. Just for immersion sake.
NO visiting empty lots in the world.
Communication Rules:
You may use the phones to call someone who IS NOT in your World. Treat this as if you sent them a letter. You may want to consider how long the "letter" would take to get there, etc. Hey - Storytelling options!
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING VISITS from elsewhere in the world - but anyone who lives in Windenburg can visit.
However, you may accept communication (Phone Calls) from family and friends from other Worlds. There is mail, after all.
Take these traits:
Glutton
Good
Romantically Reserved
Aspirations to Complete:
Master Chef
Career & Education Goals:
Education: High School ONLY
Career: Culinary (Chef branch)
Skills to Master:
Cooking
Gourmet Cooking
Mixology
Religion (if you have the mod)
Parenting
Lifestyles to Get:
-none-
Reward Traits to Buy:
Morning Sim
Stoves and Grills Master
Frugal
Finding a Spouse:
Pick any sim you like. They would be of peasant birth, and be attracted to your main sim's piety.
Spouse Goals:
Your spouse is as pious as you, and spends most of their days helping at the local parish church, tending the the many needy in the area. They have little time for helping to raise the children.
(In other words, your spouse will not be helping with the kids. That's your main sims' job!!)
Spouses CAN bring money in as a dowry!
Children & Child Goals:
You must have at least 5 children!!
(Your main sim's piety leads them to shun all birth control methods, which, in turn, leads to lots of children.)
Because your spouse cannot help raise the children, it is up to your main sim to raise all the kids.
Must always “Try for Baby”. Birth control is not a thing yet.
No Science Babies or adoption!
Choosing an Heir:
Any of your children may be heir.
Your Heir must take these traits:
This will absolutely depend on which path you choose!
Gen 12 A Traits
Loner
(must be taken FIRST)
Gloomy
Paranoid
Gen 12 B Traits
Outgoing
(must be taken FIRST)
Loyal
Good
Gen 12 C Traits
MUST be taken in this order!!
Active
Party Animal
Mean
Your Heir's Aspiration:
All three paths will choose the same starting Aspiration, but ultimately have a different one!
Gen 12 A Aspiration
Werewolf Initiate (Lone Wolf)
Gen 12 B Aspiration
Werewolf Initiate (Emissary of the Collective)
Gen 12 C Aspiration
Werewolf Initiate (Wildfang Renegade)
Other Goals:
Must go to the local church EVERY Sunday and Monday without fail, taking any family members that are old enough to go with you.
(The babies would stay with a neighbor)
Collections To Complete:
-none-
Commercial Lot Unlocks After This Gen:
-none-
Game Unlock After This Gen:
University unlocks after this generation, however, you may want to study from home for now for immersion sake. Also, pay attention to whether you're allowed to have more than a high school education each generation!
Generation 11 Lots on the Gallery:
(none yet)
Generation Twelve A: The Lone Lycanthrope
(1400 AD – 1699 AD)
In 1500s Europe, fear of lycanthropy was widespread and deeply intertwined with religious anxiety, superstition, and the growing influence of witch-hunting culture. Many communities believed that werewolves were real threats—either humans cursed by the Devil, victims of enchantment, or people who willingly transformed through pacts with dark forces. Court records from regions like France and Germany show that accusations of lycanthropy were treated seriously, sometimes resulting in trials, confessions under torture, and executions. Harsh winters, unexplained animal attacks, and social unrest often fueled these fears, giving supernatural explanations a sense of urgency. As a result, werewolves became a symbol of the dangerous blurring between human and beast, reflecting broader anxieties about sin, savagery, and the fragility of social order.
Coming soon!
Generation 11 Lots on the Gallery:
(none yet)
Generation Twelve B: Friends With Wolves
(1400 AD – 1699 AD)
In 1500s Europe, fear of lycanthropy was widespread and deeply intertwined with religious anxiety, superstition, and the growing influence of witch-hunting culture. Many communities believed that werewolves were real threats—either humans cursed by the Devil, victims of enchantment, or people who willingly transformed through pacts with dark forces. Court records from regions like France and Germany show that accusations of lycanthropy were treated seriously, sometimes resulting in trials, confessions under torture, and executions. Harsh winters, unexplained animal attacks, and social unrest often fueled these fears, giving supernatural explanations a sense of urgency. As a result, werewolves became a symbol of the dangerous blurring between human and beast, reflecting broader anxieties about sin, savagery, and the fragility of social order.
Coming Soon!
Generation 11 Lots on the Gallery:
(none yet)
Generation Twelve C: Lycan Pack Menace
(1400 AD – 1699 AD)
In 1500s Europe, fear of lycanthropy was widespread and deeply intertwined with religious anxiety, superstition, and the growing influence of witch-hunting culture. Many communities believed that werewolves were real threats—either humans cursed by the Devil, victims of enchantment, or people who willingly transformed through pacts with dark forces. Court records from regions like France and Germany show that accusations of lycanthropy were treated seriously, sometimes resulting in trials, confessions under torture, and executions. Harsh winters, unexplained animal attacks, and social unrest often fueled these fears, giving supernatural explanations a sense of urgency. As a result, werewolves became a symbol of the dangerous blurring between human and beast, reflecting broader anxieties about sin, savagery, and the fragility of social order.
Coming soon!
Generation 11 Lots on the Gallery:
(none yet)
Continuing with Version 1.0 until the rest of this page is done:
Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#timelineadventure” as I work through the challenge myself. My sims Origin tag is IllusoryThrall, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few generations that I have completed. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!
Gen 8: Living With Lycanthropy (1400 AD – 1699 AD)
Living out in the countryside apparently comes with its own dangers. Just as you’re planning to set out on your own, your village is attacked by a mysterious wolf-like beast. Trying to save others and fight off this beast leaves you with a nasty wound. The local doctor can do little for you, and soon you find out why. You have become the beast you fought. In a panic, you retreat to the forest, attempting to hide what you’ve become. Slowly, you learn to live with your affliction, and, as you learn, you find others who have the same condition. The choice is now yours. Will you join them, or strike out on your own?
Town: Moonwood Mill
Lot Traits: Pick your own lot traits!
Lot Challenges: Off-the-Grid
Holidays:
Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Traits: Choose from the following for your first trait: Loner, Outgoing, or Party Animal, then your other two traits are up to you.
Aspiration: Werewolf Aspirations: starting with the Werewolf Initiate, you can then choose any of the following three: Emissary of the Collective, Wildfang Renegade, or Lone Wolf. (You may also attempt to complete more than one of these three.)
Career: None
Gen 8 Goals:
Complete the Werewolf Initiate aspiration, then at least one of the following three: Emissary of the Collective, Wildfang Renegade, or Lone Wolf.
Max the Athletic skill, as well as two others of your choice on main sim.
Must always “Try for Baby”. Birth control is not a thing yet.
Have at least one child – do not have to get married, but your child must live with you.
Your heir’s traits will be: Good, Jealous, Paranoid, and your Aspiration will start with Werewolf Initiate.
Generation 8 Lots:
Gen 9: Stuart Era Justice (1603 AD – 1713 AD)
Growing up in the woods as you did, you came to fear the local “witches” and “beasts”, and – once you have figured out how to rid yourself of your parent’s beast form – you aspire to rid the world of the danger they pose through the legal system. You have a fascination with collecting things, and fill your home with the strange and exotic items you find while witch hunting. Your home also seems cursed by these “witches” and “beasts” – proof, in your mind, that they are dangerous and must be dealt with harshly.
Town: Willow Creek (Foundry Cove)
Lot Traits: Study Spot, Convivial, Mean Vibe
Lot Challenges: Off-the-Grid, Cursed, Gremlins
Holidays:
Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Traits: Good, Jealous, Paranoid
Aspiration: You start with the Werewolf Initiate aspiration, then complete the Cure Seeker Aspiration, followed by the Soulmate Aspiration
Career: Law
Gen 9 Goals:
Complete the Werewolf Initiate Aspiration, followed by the Cure Seeker Aspiration on your main sim. Once you are human again, complete the Soulmate Aspiration.
Complete the Law career – either branch on main sim.
Skills to Max on your main sim: Logic, Research and Debate, and Charisma.
Any Occult sims you know (Werewolf, Spellcaster, Alien, Vampire, or Mermaid) you must immediately become enemies with as soon as you are cured of lycanthropy – including your own family.
Must always “Try for Baby”. Birth control is not a thing yet.
Have at least one child.
Your heir will have the traits: Good, Child of the Islands, and Child of the Ocean, and must choose the Beach Life Aspiration.
Generation 9 Lots:
Gen 10: Fins and Piracy (1650 AD – 1730 AD)
Your parents seemed to hate everything that wasn’t expressly human, and your only thought is escape from the pressure. Shortly after you came of age, you stumble across a position on a ship, and you take to the seas. As you rise in the ranks on the ship, soon you discover there is more to the sea than you ever knew possible. You become one of the denizens of the ocean, although you hide your fins from your crew, and you spend as much time as possible below the waves.
Town: Sulani (Oha’nali Town)
Lot Traits: Island Spirits, Sunny Aspect, Bracing Breezes
Lot Challenges: Off-the-Grid
Holidays:
Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Traits: Good, Child of the Oceans, Child of the Islands
Aspiration: Beach Life
Career: None
Gen 10 Goals:
Become a mermaid. This must happen during your first week in the new generation, and can be done via Reward store Mermadic Kelp, or finding some Kelp on your own.
Skills to Max on your main sim: Fitness and Mischief
Complete the Beach Life aspiration
Must always “Try for Baby”. Birth control is not a thing yet.
Have at least one child.
Your heir must be male and their traits will be: Perfectionist, Hates-Children, Noncommittal, and your aspiration will be Friend of the World. You must also cure your heir of Mermaid-ism (if they have it) before they take over as the next generation (take two Mermadic Kelps, then get in the water).
Generation 10 Lots:
Community Lots Unlocked after this generation: Museum (These became a thing in the early to mid 1700’s)
Welcome to the Timeline Adventure! On this page, you will find the next five generations of the full 2.0 version of this challenge. Make sure to click on the tabs below each generation’s header so that you know all that you need to know to complete the generation! That being said, again, welcome… and Have FUN!
Generation Six: Pillage & Plunder
(425 AD -1066 AD)
Viking culture centered on tight-knit kinship groups, expert shipbuilding, and a Norse mythos that infused every aspect of life. Their lightning raids—launched from sleek, shallow-draft longships—swept across European coasts and river valleys, targeting monasteries and settlements with ruthless efficiency. Beyond plunder, they forged extensive trade networks, established colonies from Iceland to Normandy, and wove Scandinavian influences into the wider medieval world.
You grew up in a family that was all about healing and helping others in need. However, from a young age, you selfishly always felt that the world owed you, not the other way around. You didn’t want to create cures and have to work for your money like your parents did, but instead, wanted to take what you felt was rightfully already yours. Resentfully, you leave home as soon as you're able, and choose to migrate north, joining a settlement of fierce warriors. You learn to take what you want and who you want - whenever you want. You become a leader of your very own Viking tribe and build a life for yourself far away from your homeland, causing mayhem wherever you go. The world is your oyster and you're going to eat it. On one raid, you fall for a lovely Anglo.. and decide she must be yours, no matter her opinion. Bringing her home, you set about making what you feel should be the perfect life for her. Plenty of money, servants, and a comfortable home... what more could she ever want??
Generation Six Icon:
Generation Six Historical Inspiration:
The Vikings and the Anglo-Saxons!
Packs Required:
Base Game
Get Together (clubs)
Seasons (holidays)
Cottage Living (world)
City Living (lot traits)
Businesses & Hobbies (suggested)
Blast from the Past Event (Sticky Fingers aspiration)
If you don't have this, see this mod collection by Seijan: FOMO Unlock
MC Command Center or UI Cheats (will make the end of the generation easier)
More Coming soon...
Tracking Your Challenge:
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Henford on Bagley (The Bramblewood)
Lot Traits:
Mean Vibe
Bracing Breezes
Homey
Lot Challenges:
Off The Grid
Gremlins
Other Sims and Lots:
The Bar (or Tavern/Inn) and Lounge (for the purpose of this challenge, I'm basically defining this as a bar with music) are now unlocked. Before playing, I build at the very least a Bar (or Tavern) and/or Lounge in the Finchwick commercial area or your home district. Hide the technology items that would not have existed in an inaccessible room to fulfill the requirements for the lot.
Another thing to build: build or download some homes or a village to "raid" and place them somewhere in Henford. These will need to be places you can steal things from. So, you'll need sims living there.
Also, you WILL want to populate the rest of Henford for this generation with other Viking sims to interact with & to have a "Club" with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
For architecture, it's pretty easy to find pictures and floor plans for Viking longhouses on Google.
Holidays:
Late Spring: Ostara – Go on a Date, Romantic Spirit, Give Flowers
Early Summer: Walpurgis – Grand Meal (or Barbeque), Remembrance, Party Spirit, Fire, Spooky Spirit
Midsummer: Midsummer – Fighting, Fire, Air Grievances, Grand Meal (or Barbeque)
Mid-Fall: Harvestfest (Lithasblot) – Fire, Party Spirit, Grand Meal (or Barbeque), Gardening
Beginning of Winter: Winternights – Grand Meal (or Barbeque), Make Resolutions, Thankful Spirit, Remembrance, Party Spirit
Late Winter: Yule – Give Gifts, Grand Meal (or Barbeque), Festive Spirit, Festive Lighting
Travel Rules:
Can ONLY Visit Allowed lots in Henford - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Insider
Kleptomaniac
Shady
Aspirations to Complete:
Leader of the Pack
Sticky Fingers
Career & Education Goals:
Education: None
Career:Stealing things and selling them!
(yes, this can be a small business - and you should have enough money to make it through the generation without working. If you need extra funds, gardening should suffice.)
Skills to Master:
Fitness
Gardening
Mischief
Lifestyles to Get:
(none)
Reward Traits to Buy:
Iceproof
Gym Rat
Great Storyteller
Finding a Spouse:
Must "kidnap" a bride. (Find a very pretty female sim, move them into your household and marry her.) If your main sim moved out as a teen, they can kidnap and get married before Young Adult.
(To “Kidnap”: have testingcheats on, visit the lot the bride lives at and shift click them, then choose “Add to Family”. It will be up to you as the player to get your sim and their kidnapped bride to fall in love. No cheating!
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate.
Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
Have at least one child.
Must always “Try for Baby”. Birth control is not a thing yet. No pregnancy tests, either.
No Science Babies or Adoption!
Have a bad relationship with whichever child you chose as the heir. (You expect too much of them.)
When the heir is a teen, both your main sim and their spouse must die in "battle". The next generation starts then (yes, your heir will be again moving out as a teen!) Simulate this by either killing them off with a Cowplant or other method, or use a mod.
Choosing an Heir:
Any of your children can be heir.
Your Heir must take these traits:
Can be taken in any order:
Foodie
Childish
Clumsy
Your Heir's Aspiration:
Spellcraft and Sorcery OR Purveyor of Potions
Other Goals:
If your main sim moved out of your parent’s home as a teen, they cannot go to school anymore once moved out.
You may open a small business selling your stolen items in order to make money (unless you don't have Businesses & Hobbies).
This must, however, be on your HOME LOT.
NPCs such as maids and butlers are unlocked and can be used at your discretion.
Optional: Move in a sim of your choice to be your servant and build them a servants’ quarters on your lot.
Max the Fitness, Gardening and Mischief skills. These can be split up between your main sim and their spouse (but not any other family members).
Use the club feature to make your own Viking tribe. The tavern you placed will count as your club hangout, and choose things like being friendly to other club members, playing any games your tavern has, drinking bar drinks, and maybe mischief or fighting as activities. I will warn you, unless you have a club member living in the “raid” village, you cannot set that place as a club hangout or gathering place.
Have a bonfire on your lot or at a location for holidays – many feasts were celebrated around a fire, and the lighting and dousing of fires was a huge part of their culture.
Have at least 8 enemies.
When the heir is a teen, both you and your spouse must die in battle. The next generation starts then (yes, your heir will be again moving out as a teen!)
Simulate this by either killing them off with a Cowplant or other method, or use a mod.
Between 1100 and 1300 AD, so-called “witches” were often wise women, healers, and midwives who practiced folk medicine and old pagan traditions. As the Christian Church’s authority grew, these customs came under increasing scrutiny, and what had once been accepted community wisdom began to be branded as superstition or heresy. Fearing accusations and punishment, many practitioners were forced to hide their rituals and remedies, passing knowledge quietly from one trusted person to another. The shift reflected a broader cultural tension—between the lingering pagan roots of rural Europe and the tightening grip of Church orthodoxy on daily life.
You grew up under the loving care of your mother, but you always felt she wasn't quite happy. There was a far-off look in her eyes as she would look out the window, and she seemed to fixate on the bedtime stories of magic and princesses. You grow up surrounded by imagination and make-believe, fascinated with magic. Then, suddenly, your family is gone. The Viking Clan is attacked, and both of your parents have perished. In her last moments, your mother pushes you out the door and tells you to run far away. Devastated, you run. Eventually, you find yourself in a forest with light filtering gently through the trees, and no-one in sight. A glimmering doorway is before you, pulsing with light and magic. Transfixed, you step through it, and find yourself in a whole new world. You meet some sages, who agree to help you find your own magic powers. After studying with them for a few days, you gained your powers ... and the mandate that they must be kept secret. Returning to the human world, you find yourself a home, and buy a run-down building on the edge of town. Believing that you have traded your parents’ life for this magical gift, it weighs heavily on your conscience as you renovate the building to be a Tavern. Because magic is forbidden, you hide your powers and practice your magic in secret, selling cures only to trusted friends. Eventually, you fall in love, and, after marrying, you let your spouse in on the secret, and they also become a Spellcaster. Carefully, the two of you set about raising a family, protecting them from the people who would seek to harm them, all while running the inn for travelers and locals alike.
Carl's Dine Out Reloaded might also be helpful, but I've completed the generation without it, so it can be done.
More Coming soon...
Tracking Your Challenge:
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Glimmerbrook
Lot Traits:
Chef's Kitchen
Homey
Private Dwelling
Lot Challenges:
Off The Grid
Other Sims and Lots:
Also, you WILL want to populate the rest of Glimmerbrook for this generation with other sims to interact with, and one lot should be set aside for your family's restaurant - which can be either built by your or downloaded (I have a couple versions listed with no CC if you're interested).
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
You must have a hidden room for practicing magic. As a family, the only place your magic and magic items can be are in this room.
Holidays:
Early Spring: St. Valentines Day – Give Flowers, Go on a Date, Romantic Spirit
Late Spring: All Fool’s Day – Mischief Spirit, Wear Costumes, Party Spirit
Summer: Midsummer’s Eve – Art and Music Spirit, Drinking, Fire, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Travel Rules:
Can ONLY Visit Allowed lots in Glimmerbrook - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Foodie
Childish
Clumsy
Aspirations to Complete:
Spellcraft and Sorcery
Purveyor of Potions
Career & Education Goals:
Education: None
Career:Owning and running a Tavern (Restaurant)
Skills to Master:
Cooking
Mixology
Lifestyles to Get:
(none)
Reward Traits to Buy:
Frugal
Stoves and Grills Master
Finding a Spouse:
Must marry a Spellcaster (or have your spouse become one).
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate.
Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
"Have at least three children AFTER your spouse is also a Spellcaster (this will make your heir a Spellcaster as well).
Must always “Try for Baby”. Birth control is not a thing yet. No pregnancy tests, either.
No Science Babies or Adoption!
Choosing an Heir:
Your FIRST BORN must be your heir. Sorry, no picking someone else this gen.
Your Heir must take these traits:
MUST be taken in the listed order:
Foodie
Loyal
Family Oriented
Your Heir's Aspiration:
Super Parent
Other Goals:
Must become a spellcaster when your parents die and this generation starts.
No servants or services this generation!
You must max the Cooking and Mixology skills all on your main sim – yes, this means you WILL need to use one of the off-the-grid ovens this generation, as well as one of the bars. (Consequently, this will also be the first generation that aging up sims early is possible thanks to the oven. If this appeals to you, have at it!)
By this time, chess would probably have gotten to where you live, so feel free to start using it.
Learn all potion recipes with your main sim.
At least one branch of the three magic levels must be mastered with all spells learned on your main sim. (you can do all if you’re feeling ambitious).
Must get to Virtuoso Spellcaster level. Perk spending is up to you.
During the week before your heir is to be a Young Adult, Disaster happens - your choice as to WHEN in the week! Your parents' "witchcraft" has been exposed, and the Lord has sent guards to take them away. In a panic, your main sim and spouse shuffle ALL the children off to escape the wrath of the Lord, and they are given the bare minimum of supplies, and sent on their way. The next Generation starts NOW!
In 1346, what is now Thailand was part of several Tai kingdoms—most notably Sukhothai and emerging Ayutthaya—where slavery was an accepted social institution woven into the regional economy. Most slaves were war captives or debtors, but foreign trade also brought in enslaved people from neighboring regions. Slaves were bought and sold as domestic servants, laborers, and concubines, often viewed as property bound to their masters rather than individuals with rights. There’s no clear historical evidence that the Black Death reached Thailand or most of Southeast Asia during that time. While trade routes connected the region to China and India—both affected areas—the disease seems to have lost much of its virulence before reaching farther south. It’s likely that geographic distance, climate, and limited overland transmission routes helped spare Thailand from the pandemic’s worst effects.
You and your parents have been found out. In a panic, you are forced to flee to a place you've only heard your parents whisper about. The Faerie Realm. The ancestor's stories were all positive, so maybe that will be a place to hide. However, it turns out they aren't as welcoming as you hoped. The centuries-old feud between Spellcasters and Faeries spills over, and you and your siblings are summarily captured and trundled off as slaves on a trade route to ... well, anywhere but the fae lands. When a buyer is finally found for such dubious "goods" as a set of children, you are in a far-off land, and completely alone. Terrified of what probably happened to your parents, and hearing whispers of a horrible plague in your homelands, you stand on the sales block trembling. Your luck is about to change, however. The old man who has purchased you has lost his family, and misses his children desperately. Seeing your fear and your plight, he chooses to buy you to set you free and harbor you in his home. He is by no means wealthy, however, and is distrustful of your magic. Wisely, you and your siblings choose to become human again, giving up your Glimmerstones and your magic. He offers the adjoining property to you and your siblings to rent, provided you can pay. Since you had learned to cook as a teenager, you set up a roadside stand and set about learning the recipes that appeal to customers in this region. Slowly, your savings start to pile up. Once the old man is gone, you inherit his home, and you settle down for good. Maybe your savings can get your children back to your homeland?
Frankk's Language Barriers might make this gen more interesting, since it would simulate the language barrier that would have existed.
More Coming soon...
Tracking Your Challenge:
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Tomarang (Koh Sahpa)
Lot Traits:
Homey
Teen Neighborhood
Penny Pixies
Lot Challenges:
Off The Grid
Other Sims and Lots:
Also, you WILL want to populate the rest of Tomarang for this generation with other sims to interact with, including some other teens and/or children for your siblings to play with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
You will be living with an old man as your neighbor and landlord, so you will need to create the old man (or download him), and the house as a duplex - so plan ahead for this, and this will need to be set as "Residential Rental" with the old man as the owner.
Holidays:
Early Spring: Planting Ceremony - Attend Holiday Ceremony, Give Gifts, Gardening, Romantic Spirit, Decorate (Love)
Late Spring: Songkran - Cleaning, Attend Holiday Ceremony, decorate (Spring), Party Spirit
Early Fall: Harvest Celebration - Thankful Spirit, Grand Meal, Gardening, Decorate (Harvestfest), Fire
Late Fall: Loy Krathong - wear costumes, appreciate an object (buddha), give flowers, decorate (New Year's), Make Resolution
Travel Rules:
Can ONLY Visit Allowed lots in Tomarang - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Foodie
Loyal
Family Oriented
Aspirations to Complete:
Super Parent
Career & Education Goals:
Education: None
Career:Owning and running a Food Stall in front of your rented home
Skills to Master:
Cooking
Parenting
Charisma
Lifestyles to Get:
People Person
Reward Traits to Buy:
Marketable
Stoves and Grills Master
Observant
Always Welcome
Finding a Spouse:
Choose someone your main sim meets in Tomarang, whether you create the sim, or take one of the game-created sims is up to you.
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate.
Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
Have at least one child. (biological)
Must always “Try for Baby”. Birth control is not a thing yet.
No Science Babies! Adoption is okay, though.
Choosing an Heir:
Your heir must be a biological child of your main sim.
Your Heir must take these traits:
Can be taken in any order after the first:
Child of the Village (must be taken first)
Competitive
Adventurous
Your Heir's Aspiration:
Critter Hunter
Other Goals:
You will need to drop your money to 5000 upon moving in. (using cheats) All money earned after that will be up to your main sim.
As soon as your main sim is a Young Adult, you will want to "adopt" your sim's siblings with the "Adopt as a Care Dependent" interaction. You are their role model, their only 'parent'.
Expand the rental house as you can (if you want - this is optional)
Your main goal for this generation is to build up your funds again, in the hopes of sending your child (whatever gender it is) back to your homeland with your savings.
Starting this gen, and continuing to the rest of the challenge unless expressly stated, all children must be Young Adults to move out of their family's home!
Collections To Complete:
(None)
Commercial Lot Unlocks After This Gen:
(None)
Game Unlock After This Gen:
Children must be a young adult to move out from this generation on.
Generation 8 Lots on the Gallery:
(none yet)
Pre-made Sims:
(none yet)
Generation Nine: The Caravan
(1271 AD – 1368 AD)
In a mountainous, forested village along the Silk Road during the Yuan Dynasty, daily life revolved around trade, craftsmanship, and survival in a rugged but resource-rich landscape. Villagers raised livestock, gathered herbs, and wove textiles, often exchanging their goods with passing caravans carrying silk, spices, and precious metals. The Silk Road served as a vital artery of commerce and culture, linking China to Central Asia, the Middle East, and beyond. Through it flowed not only goods, but also ideas, religions, and technologies that gradually shaped even the most remote mountain settlements. Given the Silk Road’s diversity, travelers coming through the village also introduced foreign observances and holidays such as Persian Nowruz or Buddhist holy days, creating a tapestry of celebrations and beliefs that reflected both devotion to nature and the mingling of many cultures along the trade routes.
Your parent had worked so hard to pay for this passage for you, so you couldn't really say no, right? Reluctantly you set sail on the passenger ship, knowing full well that the money in your hand wouldn't last much past landing at the other end. Somehow, someway, you had to get back to your parent's homeland. You had promised. Once on shore, you make your way to where the caravans to the east meet in the market. On the spur of the moment, you see that one of them is hiring a guide. Boldly, you dust your clothes off and offer your services. Apparently, your confidence is infectious, and they never bother to ask your qualifications. And so... the real journey begins. Then it just goes on. And on. And on. Until a mountain storm gets you caught in a forested village. Delayed and annoyed, you wander the village looking for something to pass the time. Rounding a corner, you suddenly run smack into the sim of your dreams. Only you hadn't known you'd been dreaming until this very moment. Two days in the village turns to two months as you let the caravan leave without you. Then it's been two years, and there's a baby on the way. How will you ever fulfill your promise now?...
Frankk's Language Barriers might make this gen more interesting, since it would simulate the language barrier that would have existed.
More Coming soon...
Tracking Your Challenge:
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Gibbi Point (Crystal Valley)
Lot Traits:
Bracing Breezes
Sunny Aspect
On Ley Line
Lot Challenges:
Off The Grid
Other Sims and Lots:
You will want to make families that might live in the "Asian mountains" area you find yourself in, as well as some potential mates for your sim moving in. (Unless you want to make over NPCs instead!) Move these families into the other "units" on the residential rental lot - AFTER it's fully built.
Also, you WILL want to populate the rest of Gibbi Point for this generation with other sims to interact with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
The home lot should look like a forest village, and be set up as a Residential Rental, with a fenced off living area for each family that lives there. Hence, I would choose a large lot. Make sure there are plenty of communal areas and activities.
NOTE: If you're building it yourself, I HIGHLY recommend building it in "Residential" mode, and not turning it into "Rental" and separating the areas until it's fully done. Doing it the other way around is SUPER buggy... so save yourself the trouble, and just build in regular Residential until you're fully ready.
Holidays:
(You brought your own holidays with you, from your childhood.)
Early Spring: Planting Ceremony - Attend Holiday Ceremony, Give Gifts, Gardening, Romantic Spirit, Decorate (Love)
Late Spring: Songkran - Cleaning, Attend Holiday Ceremony, decorate (Spring), Party Spirit
Early Fall: Harvest Celebration - Thankful Spirit, Grand Meal, Gardening, Decorate (Harvestfest), Fire
Late Fall: Loy Krathong - wear costumes, appreciate an object (buddha), give flowers, decorate (New Year's), Make Resolution
Travel Rules:
Can ONLY Visit Allowed lots in Gibbi Point - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Competitive
Child of the Village
Adventurous
Aspirations to Complete:
Critter Hunter
Career & Education Goals:
Education: None
Career: Selling crafted Furniture to "other villagers" (selling from household inventory)
Skills to Master:
Entomology
Archery
Romance
Fitness
Handiness
Lifestyles to Get:
Hungry For Love
Outdoorsy
Energetic
Reward Traits to Buy:
Waterproof
Morning Sim
Storm Chaser
Gym Rat
Finding a Spouse:
As the story reads, you're here in this Gibbi Point village because you fell in love, Who that sim is is up to you, however. It's also up to you to keep those two sims happily in love for the entire generation!
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate.
Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
Have ONLY one pregnancy/birth. (biological)
NOTE 1: You are aiming for twins or triplets (yes, it is okay to cheat for this if you want!)
NOTE 2: Since you HAVE to try for baby at all times and you have to stay romantic, addicental babies could very easily happen. In this case, keep to the rules. The final child born is the heir, (this will depend on your household limit or where to decide to stop) all other children must take Competitive trait first.
The last born is different from the rest of the competitive family. All children but the heir MUST take Competitive trait first.
Your main sim should love all their children equally, despite their differences. Both main sim and spouse participate in raising the kids.
Must always “Try for Baby”. Birth control is not a thing yet.
No Science Babies or adoption!
Choosing an Heir:
Your heir must be a the LAST born of your biological children.
Your Heir must take these traits:
Can be taken in any order after the first:
Creative (must be taken first)
Art Lover
Music Lover
Your Heir's Aspiration:
You may choose between Musical genius and Painter Extraordinaire.
Other Goals:
Money will be scarce this generation, since you leave home with only enough to get where you're going. Drop your money to 50 when you move in - just enough to feed you for a few days. everything after that is up to you.
You will want to begin working on woodworking very early on because that is how you'll make money (selling created items).
Entomology is a fascination of your main sim. Finding bugs around, and raising them yourself is something your main sim should spend lots of time on.
Archery and archery competitions are another passion of yours. You should do at least one of these EVERY week to show off your skills.
Collections To Complete:
Gibbi Point Butterflies & Moths
Commercial Lot Unlocks After This Gen:
Von Haunt Chalet
(can now be unlocked ONLY IF IT IS EDITED for non-electricity)
Game Unlock After This Gen:
Spouses can bring in a dowry starting in the next generation!
(So you don't need to take away spouse money anymore!)
Generation 9 Lots on the Gallery:
(none yet)
Pre-made Sims:
(none yet)
Generation Ten Pt 1: Painting the Renaissance
(1400 AD – 1485 AD)
Life as a struggling painter in 15th-century Europe was often uncertain and demanding during the early Renaissance—a time when creativity began to shift from strict religious devotion toward celebrating human experience and beauty. Artists without wealthy patrons or guild ties survived on small commissions, painting humble portraits or church icons for modest pay, often reusing panels and grinding their own pigments. Those fortunate enough to find support from the Church, royal courts, or merchant families like the Medicis worked within bustling workshops, teaching apprentices and balancing artistic passion with their patrons’ expectations. Daily life was shaped by rigid social hierarchies, the rhythms of the church calendar, and the lingering hardships of plague and war. Still, this was an era that slowly redefined the artist—from a mere craftsman to a visionary, whose work could shape culture, faith, and identity.
You grew up in a waystation on the Sim-Silk Trail, child to loving and devoted parents. Your whole family thrived on competition... except for you. You wanted to explore nature, to see everything, and capture the images in your sketchbook. The music of the songbirds spoke to your soul in a deep way. Being in a caravan town, you heard stories of all the advances in culture and painting in the east, and all you really wanted was to get out of this town... and learn to REALLY paint. The sketchbook was okay, but it was only a beginning for you. Unfortunately, your family just doesn't understand your drive to create. They want for you to win the next archery competition... or bag the next record-breaking Stag. You shudder. As if you would ever kill a living creature again. Once was enough. You still have nightmares of the rabbit you killed on the night of your coming of age ceremony. One day, desperate for a change in your life, you approach your father, and fervently beg to be allowed to leave the village. Finally, you gain his blessing, and - after saying goodbye to your family sadly (for you WILL miss them!) - you set off with the next caravan back to Sim-Europe. With your father's payment, the caravan doesn't even need your help, so you spend the whole journey sketching. Upon arrival, you find a home with the meager money your father granted to you when you left, and sign on with a local painter as an apprentice. Skipping meals becomes a way of life as you learn and explore your new home. The city teems with other creative sims, and slowly your talent and name grow. Now, your paintings will survive generations. Your name will become one the greats and you will live forever through your works of art. People flock to your gallery shows, and you no longer want for anything.
Frankk's Language Barriers might make this gen more interesting, since it would simulate the language barrier that would have existed.
More Coming soon...
Tracking Your Challenge:
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Windenburg (Olde Platz)
Lot Traits:
Great Acoustics
Home Studio
Natural Light
Lot Challenges:
Off The Grid
Other Sims and Lots:
You WILL want to populate the rest of Windenburg for this generation with other sims to interact with.
Home Lot Building Goals:
Pick your lot in Olde Platz, then get yourself a rudimentary starter home. Things you are permitted: a cheap bed, tables, chairs, a bathtub (no SHOWER!), a privy (toilet), counters for a kitchen (but no fridge, stove, or grill!), minor decor, AND an easel. Start a large classic painting for $100... and then reduce your funds to 0. This simulates the dire straights you find yourself in with the meager funds your father gave you.
From here on, you are on your own! Food will be an issue, but that's just something else you'll have to figure out how to afford.
Holidays:
(You decide to adopt the customs of your ancestors' homeland...)
Early Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
Late Spring: Shrove Tuesday – Mischief Spirit, Fighting, Grand Meal
Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Travel Rules:
Can ONLY Visit Allowed lots in Windenburg - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may now use the phones to call someone who IS NOT in your World. Treat this as if you sent them a letter. You may want to consider how long the "letter" would take to get there, etc. Hey - Storytelling options!
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING VISITS from elsewhere in the world - but anyone who lives in Windenburg can visit.
However, starting this generation, you may accept & send communication (Phone Calls) from family and friends from other Worlds. There is mail, after all.
Take these traits:
Creative
Art Lover
Music Lover
Aspirations to Complete:
Painter Extraordinaire
Career & Education Goals:
Education: None
Career:Painter (Master of the Real)
Can also start a home small business of an Art Gallery for your paintings. (Requires Businesses & Hobbies)
Skills to Master:
Painting
Singing
Dancing (level 5 skill)
Comedy to level 5
Lifestyles to Get:
Single and Lovin' It
Workaholic
DO NOT allow your sim to get People Person
Reward Traits to Buy:
Marketable
Creative Visionary
Observant
Independent (or Needs No One)
Finding a Spouse:
No spouse, no girlfriends or boyfriends. No romantic interests at all. You'll need to find your social needs somewhere else. In fact, no being romantic to anyone. Sorry.
Spouse Goals:
No spouse, so no goals...
Children & Child Goals:
No children for this part of the generation...
Choosing an Heir:
No kids, so no heir.
Your Heir must take these traits:
No heir, no traits.
Your Heir's Aspiration:
No heir, no aspiration.
Other Goals:
You must paint at LEAST one painting EVERY day - no exceptions. Doesn't matter what size, or whether you sell it. You just have to paint it. (This also means you must be able to afford the canvas!)
If you want, you can set up a small business art gallery, but it must be done on your home lot. (requires Businesses & Hobbies)
Since there is no romance allowed this part of the generation, you'll need to attend to your sims' social needs some other way. ... Perhaps a pet? (Requires Cats & Dogs or Horse Ranch)
Note: I know I have a romantic holiday on the calendar for this generation. ... and you're not allowed to be romantic. So... you'll just have to have a sad sim. Sorry not sorry.
As soon as you master your career and the required skills... this part of the generation is OVER. Make every attempt to get all your goals for this generation part done prior to turning into an adult. If you don't, game is not over... but it will be more difficult later.
Collections To Complete:
-None-
Commercial Lot Unlocks After This Gen:
-None-
Game Unlock After This Gen:
Talking on the phone to people from other areas is now allowed!
Starting this generation, you may accept & send communication (Phone Calls) from family and friends from other Worlds. There is mail, after all.
Next Generation Preparation:
Prior to starting the next generation part, make sure you have built or added a church community lot for your sims in the area (Suggested venue types: generic, wedding venue, or park).
In 15th-century Europe, painters who achieved success often enjoyed the patronage of wealthy merchants or the Church, granting them a degree of social mobility rare for craftsmen. Guilds governed their trade, ensuring both quality and hierarchy, while cities like Florence, Bruges, and Nuremberg thrived as centers of art and commerce. As humanism spread, painters found themselves increasingly regarded as intellectuals rather than mere artisans, and many sought to explore other artistic disciplines. Music, flourishing in courts and cathedrals alike, offered both prestige and personal expression—especially as polyphony and secular compositions gained popularity. For a painter wishing to transition into music, the challenge lay in mastering new forms of patronage and competition among court musicians. Marriage, too, was often a practical decision, meant to secure alliances or workshop stability as much as affection. In this climate, the blending of visual and musical artistry reflected the broader Renaissance spirit—a pursuit of harmony between craft, intellect, and emotion.
You're an adult now, and your life is good. People run to every gallery opening of yours, and each painting is snatched up greedily by your fans. Food is plentiful, your home is luxurious... but something is missing. A dissatisfaction begins to grow in your belly. What now, you wonder. Your career, your drive, has been realized... what more could there possibly be?! ... Then one day, while painting someone's portrait, you realize what's missing. Love. Family. Funny, you hadn't thought of that in years. You've been so busy with your work, that there has been little time for social interaction... and certainly no time for love. No time like the present, right? Scanning the crowd gathered in the marketplace, you pick out one particularly attractive fan and slowly smile at them. Adoring, they smile back. And you ... you have a new plan. You jot a nostalgic letter off to your parents that evening for the next caravan west to carry to them... and you smile to yourself. Life will be better. You'll make sure of it. Feeling the music that so stirred your soul as a youth coming back, you search for local talent who can help you learn. You must release the song, or perish in the attempt. Life depends on it, you're sure of it.
Generation Ten Part 2 Icon:
Generation Ten Part 2 Historical Inspiration:
Hey, people have been changing careers for centuries...
There is a Tracker now! This gen should be coming soon! See -> here <-
World & Lot Goals:
World:
Windenburg (Olde Platz)
Lot Traits:
Great Acoustics
Home Studio
Natural Light
Lot Challenges:
Off The Grid
Other Sims and Lots:
May want to add a few eligible bachelors or bachelorettes to Windenburg for this next part...
Also, you WILL want to populate the rest of Windenburg for this generation with other sims to interact with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
You should remodel your painting studio to be a music room.
Holidays:
Early Spring: St. Valentine’s Day – Romantic Spirit, Go on a Date, Give Flowers
Late Spring: Shrove Tuesday – Mischief Spirit, Fighting, Grand Meal
Summer: Midsummer’s Eve – Art and Music spirit, Drinking, Fire, Party Spirit, Tell Stories
Fall: All Hallows Eve – Remembrance, Spooky Spirit, Fire, Grand Meal, Wear Costumes
Winter: Christmas – Give Gifts, Grand Meal, Festive Lighting, Festive Spirit, Attend Holiday Ceremony
Travel Rules:
Can ONLY Visit Allowed lots in Windenburg - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
Remember, phone calls to and from non-Windenburg family and friends is now okay (treat them like letters). Travel to another world still is not allowed, however.
Take these traits:
Creative
Art Lover
Music Lover
Aspirations to Complete:
Musical genius
Career & Education Goals:
Education: None
Career: Entertainment (Musician)
You do NOT need to complete this - but feel free to challenge yourself to do just that!
Skills to Master:
Guitar
Violin
(Lute) - if you have the mod
Pipe Organ
(Harpsichord) - if you have the mod
Piano
Lifestyles to Get:
Hungry For Love
People Person
Must LOSE your Workaholic lifestyle!!
Reward Traits to Buy:
Must buy Connections BEFORE changing careers
Beguiling
Carefree
Finding a Spouse:
As per the story, you are to pick a random townie to marry this generation. Try to avoid aliens if you can, but it must be someone the game has spawned, not one you have created.
Once they're moved in (or once you've picked them out) they may be given a thorough makeover if you wish, but they must have been originally created by the game.
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate.
Children & Child Goals:
Must have at least three biological children, and any can be heir.
Your heir must be a devoted student of the religious.
From an early age, make sure your children go to church every Sunday with you. (after the age of child this is required, but you can start as early as a toddler) - again, Lumpinou's Rambunctious Religions mod is encouraged.
Must always “Try for Baby”. Birth control is not a thing yet.
No Science Babies or adoption!
Choosing an Heir:
Any of your biological children can be heir.
Your Heir must take these traits:
Can be taken in any order:
Glutton
Good
Creative
Your Heir's Aspiration:
Master Chef
Other Goals:
This part of the generation is all about the NEXT generation and taking care of your immediate family. You may take the challenge of trying to complete the main sim's second career (Musician) - but DO REMEMBER that it's optional, and family comes FIRST for this part.
Once married, it is your main sim's "job" to keep your spouse and children happy. Vacations and slacking are encouraged if the family needs attention.
Every Sunday, once each child is old enough, the whole family (that is able to) must go to the local church you built before Gen 10 started - whether you're just pretending, or you have Lumpinou's mod for the "sim religions." Your main sim wants their children to "grow up right".
If you don't have the mod, use this time for socializing with townies, or just spending time with the family... but you must spend at LEAST half the day there at the church.
Once your heir is a Young Adult, the next gen begins.
Collections To Complete:
-None-
Commercial Lot Unlocks After This Gen:
-None-
Game Unlock After This Gen:
Prior to starting the next generation, make sure you have built or added a church community lot for your sims (Suggested venue types: generic, wedding venue, or park) to the new world.
Written by IllusoryThrall Updated: 1/16/25 (through Life & Death) Main Rules & Gens 1-9 Updated to Version 2.0 (through Adventure Awaits) (Exception: the lot reference is still wrong right now… but I’ll fix it)
Note: This is under construction as of 8/7/2025. I will remove this notice when I’m done! During this update, you may see discrepancies in the generation numbers!! Note2: The Tracker is now in beta for this challenge, updated through gen 5! You can find it -> here <-
2.0 Progress Completion
21%
I am adding a number of features and generations to this challenge, and unfortunately, the new way I’m setting up the challenge pages is very time consuming, so I can’t just copy paste everything in and have it work right away… so I will have to do it a little bit at a time. The first generation will not be changing, however, so if you’re going to restart the legacy, this is the PERFECT time to do it, as the additions I am making start as early as the SECOND GENERATION and will make the over-arching story make more sense. (I hope!) My goal is to do a little bouncing back and forth between ENSB 2.0 and Timeline 2.0 to give my brain breaks in-between, so please, bear with the process!! I WILL leave the FULL old rules up until I have fully completed the new rules! (So, yeah, there will be two rule sets for a while… sorry!!) Thanks for your patience! ~Thrall
Introduction to the Challenge:
Welcome to the Timeline Adventure Challenge! This is a story-based generational challenge that will take you through history from the Stone Age into the fantastical future. It is not for the faint of heart, as it spans nearly 50 generations. I based the rules off of having all of the expansion packs (excluding the Star Wars one) and I will be trying to keep this updated with new packs, but it would still be possible to complete if you’re missing some by either skipping the generations pertaining to the missing pack or changing the goals for that generation. Also: if you are too scared of the full 40+ generations, feel free to pick and choose which generations to play as you go (although you’d miss large parts of the story) and just have fun with discovering history. There is also a hefty dose of fantasy in this challenge, and it does include the Supernatural Occult states. The Sims game itself requires some imagination to play, and so does this challenge. If this isn’t up your alley, you could either skip the more fanciful generations or find a different challenge. This challenge follows a family dynasty that starts in Europe and eventually comes to the USA, so expect the history involved to follow that track, as well. This is not so much a building challenge as it is a game play and “Legacy” challenge, and, to that end, I will be providing lots I have built for each generation and era. You are NOT required to use them, however. I highly encourage building your own lots – I’ve had as much fun researching the architecture as I have playing the challenge, however, I didn’t want this challenge to be inaccessible to non-builders. The provided lots are linked from a greenish box at the end of each generation’s rules and will be filled out as I work my way through testing the whole challenge. I have also tried to make this challenge appropriate for all and as family friendly as possible, though I honestly would recommend this be played by people 14 years old or older. History was pretty brutal at times, and – since this follows history – this may not be for everyone! There will be death and woohoo, however, as those are things that really can’t be avoided.
One final note: this challenge truly is designed for storytellers at heart. If that storytelling means your story takes a different turn from what I wrote, THAT’S OKAY!! Mine is simply a suggestion. Also: if you want to use CC or mods, have at it. This challenge very much lends itself to be especially fun to play if you’re willing to get some mods or CC that will help you immerse yourself into the time period.
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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