1960s – Civil Rights, Sexual Revolution, and Counterculture
All rules from 1950s still stand with the following changes:
War Part 1: Males: All males from the age of 18 to the age of 26 must register for the draft. (This includes Young Adults from YA + 0 days to YA + 56 days.) Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: All male Sims who meet the above criteria (or who become a Young Adult during this entire decade. The actual length of the war was longer than this (history says it was 19 years long): it started before 1960 (1955), and US involvement didn’t end until 1973. I averaged all this out and just had the whole decade of the 60’s be affected by this war.) must EACH roll to see if they go to war for two years (or until the war ends). Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Final note: there are soldiers who chose to sign up for another tour of duty after the first two years in Vietnam. I will not make you roll for this, just be aware it was a thing.
Vietnam War Rolls for Males
Sun. 1960 – Dec. 1969
The Draft: On Saturday of 1941, all eligible males who are 18-26 (YA and YA +56) must roll an eight-side die: (results at right) Male teens turning Young Adult during the war DO roll for the draft on their 18th birthday. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Tour of Duty: (For those drafted at the beginning of the war)
Sun. 1960: 8 AM – Sat. 1961: 8 am
Tour of Duty: (For those drafted at their 18th birthday)
Two years from the time they were drafted – or two full weeks of sim time. They also do NOT have to roll for the cult/counterculture roll described below.
For EACH Tour of Duty: (You CAN have your soldiers choose to go back for another Tour of Duty after thier first.)
1-2 = Your sim did not survive, kill them off with MCCC 3-4 = Your Sim was injured during the deployment, and must roll when they get home, and cannot sign up for another Tour of Duty. 5-10 = Your sim survived, and can sign up for another two-year Tour of Duty if they so desire.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
Vietnam War Rolls for Females
Sun. 1960 – Dec. 1969
Unmarried females (without the Erratic trait) from the ages of 18 – 26 (YA and YA + 56) must roll a 10 sided die on Sunday 1960 to find out how the war affects them. Female teens turning Young Adult during the war DO roll for the war on their 18th birthday if it is before the end of 1969. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 18 – 26 (YA and YA + 56) on Sunday 1960 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas, AND can keep their “Doctor” career when they return home. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Cults: Counter-culture surged starting in the 60s. If a male sim of your bloodline rolls to be single on their coming of age rolls, and manages to avoid the draft, they then roll to see if they start a “cult” (club), then to see which cult they are in. Also, if a female sim rolls avoids being a nurse AND rolls to be single during their coming-of-age rolls, they roll to see if they join a cult, and which cult they’re in, but cannot LEAD a cult.
Roll a six sided die: odds start (or join) a cult, evens are exempt.
Then roll the die again to see what cult they make. If that cult is already made, have them join the cult they rolled for.
Change your MCCC Club settings to monitor: enabled, open members: 3. (All other settings can remain at default. This will mean townies will fill up the clubs, and your played households will be bypassed. This does not mean you can’t have a sim choose to join a club – that’s up to you!)
At the end of the decade, you can leave the MCCC settings the same, or remove them, but make sure each of the six clubs is disbanded.
For each “cult” created (up to the six listed below), make a club with the requirement of the trait associated with the listed club. Add appropriate activities and a hangout. (Set each club as “open” invitation.) You can also use MCCC to add enough cult points to the leader to customize the club as you wish, and most importantly, open up the last slots for membership.
Roll a 1: ‘Friends of Fortune’ cult is a money making scheme. Change one of their traits to Kleptomaniac. Each week add $1000 to your leader’s household funds. At the end of the generation, your cult will realize their leader is a fraud and resign. There will be no proof, so your leader won’t go to jail!
Roll a 2: ‘Dragon Empire’ cult is a way for your Sim to have power over others. Change one of their traits to Evil. Each week you will add $1000 to your leader’s household funds and each week you will sacrifice a townie Sim. At the end of the generation the cult will turn on your sim and your leader will be sacrificed!
Roll a 3: ‘Brother Nature’ cult is a way to enjoy nature while connecting with others. Change one of their traits to Vegetarian or Loves Outdoors. This Sim will be moved out into a lot with the other cult members. Either continue to play them (rotational play) or you can just move them out and continue playing the main household. At the end of the generation, the Sim returns home.
Roll a 4: ‘Woohoo Womb’ cult is a way for the leader to woohoo many people. Free love! Add the ‘player trait’ to all of the Sims in the cult and allow them all to flirt/kiss/woohoo with each other. No money is gained, but maybe some babies will! The cult will end at the end of the generation due to disease scares. This club will, obviously, work better if four or less males join and the rest are females.
Roll a 5: ‘Grilled Cheezus’ cult is a way to worship all things grilled cheese. The Sim will eat only grilled cheese. Change one of their traits to foodie or glutton (whichever fits that particular sim best). Subtract $1000 per week from household funds for your Sims cheese addiction. At the end of the generation your sim will be sick of grilled cheese.
Roll a 6: “Anarchy Echo” cult is a way for your deranged sim to act out their terrible deeds. Change one of their traits to Erratic. Subtract 1000 per week from household funds for fines that your destructive sim collects. At the end of the generation the Sim will be killed.
Relationships/WooHooing:
Sims may now marry other ethnicities/races.
Sims may have same-sex relationships, but they cannot marry.
Sims no longer have to Try for a Baby every time! Birth control means they can simply WooHoo.
Teens can Mess Around before marriage.
The stigma of pregnancy out of marriage had changed significantly enough to allow these MCCC Pregnancy Settings changes:
Allow affairs percentage: 20
Limit by relationship: All
Auto-marry percentage: 50
Home/Building:
You may have fancier sofas, beds, chairs, tables, and stairs.
Tea and Coffee Brewers are allowed.
Yoga/meditation items and incense are allowed. (Spas, however, were not yet a thing)
Lava lamps became popular in the late 1960s.
Spooky music and Japanese Folk Music are now allowed.
Action and Comedy TV channels are allowed.
Space heaters, kotatsu tables, and in-home hot springs are allowed.
Education:
The Vietnam War was Late Fall 1955 to Early Spring 1975. Significant US involvement was Late Winter 1960 to Late Winter 1973. College students could be deferred from getting drafted as long as they didn’t drop out or graduate.
If your Sim is drafted and wants to attend university, they may do so after they have served active duty for a minimum 8 Sim Days.
Sims can now major in any subject at university.
Student loans are now available to students.
Career:
Permitted careers for Sims:
Actor
Astronaut (Space Ranger) – males only – requires a university degree
Athlete (either branch)
Business (Management)
Business (Investor) – males only
Civil Designer (Civic Planner) – requires a university degree
Conservationist (either branch)
Criminal (Boss)
Critic (either branch)
Culinary (either branch)
Detective – males only
Doctor – requires a university degree
Education (either branch) – requires a university degree
Engineer (Mechanical) – requires a university degree
All rules from 1940s still stand with the following changes:
War Part 1 (Males): All males from the age of 18 to the age of 35 must register for the draft as of Wed. (June) 1950. (This includes Young Adults and Adults from YA + 0 days to A + 35 days.) Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: All male Sims who meet the above criteria (or who become a Young Adult in the period between the start of the 1950s and Wednesday in 1953) must roll to see if they go to war for two years (or until the war ends). Teens who come of age must roll for draft if it is during the war. Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), if the male in question had already rolled for the Erratic trait, or if the male had already served in WW II.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Men who are on “active duty” (living in the military lots) are either moved back home, or invited home for their 48 hours of “Leave” after their first deployment. They then roll for their next deployment and head back to the military lot.
One final note: If your teen becomes a YA after 1952, and is drafted, they MUST take the military career (if you have StrangerVille, of course) AND KEEP IT for at least the next 8 years (8 weeks of sim-time) thanks to the Reserve Forces Act.
Korean War Rolls for Males
Wed 1950 – Wed 1953
The Draft: On Wednesday of 1917, all eligible males who are Young Adult must roll an eight-side die: (results at right) Teens turning Young Adult during the war must also roll for the draft on their 18th birthday. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait. Men who served in WWII are also safe.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Deployment #1:
Wed 1950: 8 am – Sat. 1951: 8 am
Deployment #2:
Mon. 1952: 8 am – Fri. 1953: 8 am
For EACH individual deployment, roll a ten sided die: (results at right)
1-2 = Your sim did not survive, kill them off with MCCC 3-4 = Your Sim was injured during the deployment, and must roll when they get home, but are free from the next deployments. 5-10 = Your sim survived, and spends 24 hours at home before being deployed again.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the entire war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
Korean War Rolls for Females
Wed 1950 – Wed 1953
Unmarried females (without the Erratic trait) from the ages of 14-47 (Teen + 17 and Elder) must roll a 10 sided die on Wed. 1950 to find out how the war affects them. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 14 and 47 (Teen + 17 and Elder) on Wednesday 1950 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas and can keep their “Doctor” career when they get home. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Relationships/WooHooing:
Sims may divorce for any reason.
Children:
Change the MCCC setting for risky Woohoo down to 3%, birth control was now readily available.
Also change settings to: Opposite Sex Adoption Percent: 15
Teens now “come of age” when they turn 16, not 14. This is when they do their rolls.
Adoption is allowed.
Health and Aging:
Remember that aging changes when the 1950s start, change your MCCC settings accordingly.
With the advances in medicine, Elder death rolls are now done by rolling a twenty sided die with the difficulty going up by 1 each time. (See chart under death rolls in the starting info for exact information.)
Home/Building:
Sims can live in apartments at any time.
Showers are now allowed!
Carpet, patterned, and brick flooring is allowed.
Private pools are allowed.
Televisions are allowed! Only the first three cheapest TVs are available (no flat screens – there is a vintage TV in debug mode that works quite well), and they can only be used from 6am to 9pm. Only the News and TV Classics channels are allowed.
All painting styles are allowed. Kids’ drawings can be hung anywhere.
The radio listening requirement is lifted.
Pop music is allowed.
The listening device (StrangerVille) is allowed.
Education:
Both elementary school and high school are mandatory.
The Korean War lasted Early Summer 1950 to Late Summer 1953. If your Sim wants to attend university, they may do so after they have served active duty for a minimum 1 deployment.
Career:
Permitted careers for Sims:
Actor
Athlete (either branch)
Business (either branch) – males only
Civil Designer (Civic Planner) – requires a university degree
Criminal (Boss)
Critic (either branch)
Culinary (either branch)
Detective – males only
Doctor – males only – requires a university degree
Education (either branch) – requires a university degree
Engineer (Mechanical) – requires a university degree
Entertainer (either branch)
Freelancer (Fashion Photographer, Writer)
Gardener (either branch)
Interior Decorator
Law (either branch) – requires a university degree
Military (Officer)
Military (Covert Operator) – males only
Painter (either branch)
Politics (Politician) – males only
Scientist – males only – requires a university degree
Secret Agent (either branch)
Veterinarian – requires a university degree
Writing (either branch)
Permitted part-time work for any Sims:
Babysitter
Diver
Fast Food Employee
Fisherman
Lifeguard
Manual Laborer
Retail Employee
Women should quit their job while they have Babies, Toddlers, or Children at home to take care of. They may work again when their children are all over the age of 16.
Financial:
World War II veterans can receive a pension of §250 per veteran (money cheat).
Holidays:
Change the name of Armistice Day to Veterans Day.
Miscellaneous:
Del Sol Valley is now available for settling and visiting.
Baby showers and slumber parties are allowed.
Cell phones can be used for chatting (pretend they are wall phones).
Sims can have unlimited hot meals.
You are allowed to hire a nanny.
Sims can paint any size painting.
Smoke alarms are allowed.
Playground equipment is allowed (but not ball pits).
Miniature goats are now allowed
Horses can now compete in Western Pleasure competitions (which means all competitions are now allowed).
In CAS, wearable hearing aids and C-Section scars are allowed.
All rules from 1930s still stand with the following changes:
War Part 1: All male Sims who are a Young Adult at the start of this decade must roll to see if they’re drafted for World War II. Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: Saturday in 1941, all males who are Young Adult) must individually roll for the draft. Any teen who turns YA during the war is safe, but must get a career immediately. Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Men who are on “active duty” (living in the military lots) are either moved back home, or invited home for their 24 hours of “Leave” after each deployment. They then roll for their next deployment and head back to the military lot.
World War II Rolls for Males
Sat 1941 – Sun. 1946
The Draft: On Saturday of 1941, all eligible males who are Young Adult must roll an eight-side die: (results at right) Teens turning Young Adult during the war DO NOT roll for the draft on their 18th birthday, but they MUST get a career immediately. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Deployment #1:
Sat. 1941: 8 am – Thurs. 1942: 8 am
Deployment #2:
Fri. 1942: 8 am – Wed. 1943: 8 am
Deployment #3:
Thurs. 1943: 8 am – Tues. 1944: 8 am
Deployment #4:
Wed. 1944: 8 am – Mon. 1945: 8 am
Deployment #5:
Tues. 1945: 8 am – Sun. 1946: 8 am
For EACH individual deployment, roll a ten sided die: (results at right)
1-2 = Your sim did not survive, kill them off with MCCC 3-4 = Your Sim was injured during the deployment, and must roll when they get home, but are free from the next deployments. 5-10 = Your sim survived, and spends 24 hours at home before being deployed again.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the entire war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
World War II Rolls for Females
Sat 1941 – Sun. 1946
Unmarried females (without the Erratic trait) from the ages of 14 – 47 (Teen + 17 and Elder) must roll a 10 sided die on Saturday 1941 to find out how the war affects them. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 14 and 47 (Teen + 17 and Elder) on Saturday 1941 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas (but lose their job when they get home). (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Relationships/WooHooing:
Sims may have relationships with other ethnicities/races, but they cannot marry.
Children:
Babies can be born at home or at the hospital.
You no longer need to roll for the mother at birth. From this decade on (for each baby born), roll two 6 sided dice and if you get Snake Eyes (a pair of ones), the baby dies.
Change MC Pregnancy Settings to:
Allow affairs percentage: 20
Limit by relationship: woohoo partners
Auto-marry percentage: 70
Health and Aging:
Sims can take medicine when they are sick.
Elders do not need to roll for death if they get sick anymore.
Home/Building
Every house must have a Victory Garden in the front of the lot with at least 4 plants.
Every house must have a radio, and someone must listen to it for at least an hour each day.
Coffee makers are allowed (but not fancy espresso machines or one-cup brewers).
Fitness equipment (including the training bot) is allowed for Athletes and Military only.
Soundtastic jukebox is now allowed.
Winter Holiday music is allowed.
Large commercial farm greenhouses are allowed.
Thermostats are allowed.
You may use washing machines and dryers.
You may use the photo studio items (with the exception of the electronic backdrop).
Education:
World War II lasted Early Fall 1939 to Early Fall 1945, but the US did not enter the war until Early Winter 1941. If your Sim wants to attend university, they may do so after they have served active duty for a minimum of two deployments.
The GI Bill was introduced in 1944. From this point forward, any veterans can receive half of their tuition for free (use the money cheat to give the household the funds).
Sims can now major in Culinary Arts or Psychology at university.
Young Adult veterans cannot have a career until they have served active duty for a minimum of two deployments.
Young Adults male Sims who are NOT veterans MUST have a career.
Female Sims MUST have a career. Once they are married, they may keep their career or leave to become a housewife, their choice. They are permitted the following careers: Actor, Athlete (Bodybuilder), Civil Designer (Civic Planner), Criminal (Boss), Culinary (either branch), Engineer (Mechanical), Entertainer (either branch), Freelancer (Fashion Photographer, Writer), Gardener (either branch), Interior Decorator, Law (either branch), Military (Officer), Painter (either branch), Secret Agent (either branch), Writing (either branch).
The careers that require university degrees are as follows (for all sims): Civil Designer (Civic Planner), Culinary (Chef), Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), Scientists, and Veterinarian.
Teens are now allowed (and encouraged) to have part-time work.
Permitted part-time work for any Sims:
Babysitter
Fast Food Employee
Fisherman – males only
Lifeguard
Manual Laborer
Retail Employee
Holidays:
Holiday decorations are allowed – you may want to add “Decorate” to the traditions on your various holidays.
Miscellaneous:
Sims may only have one hot-cooked meal per day. Otherwise they must eat food found from scavenging, fishing, and gardening.
The veterinary profession became more common – you may take your pet to the vet if they are sick. Also, spaying/neutering is an option! Build a Vet Clinic somewhere in your game world.
Events are once again allowed on a limited basis. Nothing extravagant, and obviously, you must be able to afford it.
Horses can now compete in Barrel Racing (agility).
All rules from 1920s still stand with the following changes:
Health and Aging:
Traits: Any Sim who comes of age (14 years old) during this decade must take one of the following traits when they become an Young Adult: Gloomy, Mean, or Noncommittal.
Home/Building:
The “Science Lair” Lot Trait opens up this generation.
Education:
High school no longer has a fee.
University: Kegs are now allowed.
Career:
Anyone who has a career at the start of the 1930s must lose their job. After 1 Sim week (one year) they may get a job again.
Same careers available as the last gen, but see the next bullet point for more info.
Maximum career level is 6! If you get to level 6 in a career, you must quit and get a job in another industry!
Teens who do not go to school, Young Adults, and Adult Sims MUST scavenge, fish, or garden during the week of unemployment.
Sims may NOT join the Business career anymore.
The silent film era has ended. Your Sims may have the Acting career.
Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, manual laborer, or retail employee. Teens under the age of 14 and Elderly cannot have part-time work.
Financial:
To simulate the stock market crash, reduce your total household funds by 40% at the start of the decade (money cheat). (Multiply your household funds by 0.4 and then subtract that amount from your current funds.)
Bills are only allowed to be paid once the electricity is cut off.
Added Difficulty: Wait until the water has also been cut off to pay the bills.
World War I veterans receive a pension of §100 per veteran per sim week (money cheat).
Holidays:
Add “Mischief Spirit” to the Halloween traditions.
Miscellaneous:
Prohibition ends, and you can drink alcohol again. (Also, remember to remodel your Speakeasies back to Bars, Nightclubs, or Lounges.)
Sims may only have one hot-cooked meal per day. Otherwise they must eat food found from scavenging, fishing, and gardening. No cheating with quick meals from the fridge!
Sims cannot create medium or large paintings, only small paintings.
Sims may now purchase a camera and tripod.
Small pets began to gain popularity, you can own a pet hamster or rat (but not a hedgehog or bubalus).
Sims may shop at a Thrift Store.
No events during this decade! Weddings must be done by eloping.
All rules from 1910s still stand with the following changes:
Children:
Heir: Women are now allowed to be heirs (they are also no longer required to move out when they marry).
Teens can now be followed to High School.
The following After-school Activities are now open for all children and teens: Scouts, Drama Club, Football, Cheerleading, and Chess Club.
Prom is allowed.
Home/Building:
Radios are allowed, but only Talk Radio.
Surrealism paintings are allowed.
Wind turbines are allowed.
No bars of any kind are allowed! (This means both at home and in the game world. Bars, Nightclubs, or Lounges in your save must be turned into “Speakeasies” with the bars in hidden or inaccessible rooms.)
Movies are allowed (but not TV shows). I recommend that you use this sparingly as movie theaters would have existed in this decade, but televisions would not be in the home for many more years. However, this does mean you can create a Movie Theater commercial lot (actual lot designation is up to you.)
Upright vacuum cleaners are available. (Bust the dust can now be enabled)
Photo booths are available.
Career:
Male Sims are permitted the following careers: Business (Management), Criminal (Boss), Critic (either branch), Culinary (either branch), Doctor, Education (either branch), Engineer (Mechanical), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Law (either branch), Military (Officer), Painter (either branch), Politics (Politician), Writing (either branch). Sims may NOT join the Scientist career anymore.
Female Sims are allowed to work if they are widowed, divorced, single, or if their husband does not bring in enough money. They are permitted the following careers: Criminal (Boss), Culinary (Chef), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Painter (either branch), Writing (either branch).
The careers that require university degrees are as follows (for all sims): Culinary (Chef), Doctor, Education (either branch), Engineer (Mechanical), and Law (either branch).
Young Adults are encouraged to work in the Criminal (Boss) career.
Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, manual laborer, or retail employee. Teens under the age of 14 and Elderly cannot have part-time work.
Holidays:
Add a new holiday: Armistice Day (Fall Monday): No Decorations, Day Off, Traditions – Remembrance, Tell Stories, Thankful Spirit
Miscellaneous:
No alcohol of any kind is allowed! You cannot drink beer, nectar, etc. except at a Speakeasy.
Events other than weddings and family reunions are allowed (except baby showers, play dates, and slumber parties).
All rules from 1900s still stand with the following changes:
War Part 1: All male Sims who are a Teen, Young Adult, or Adult at the start of this decade, and all males Sims who become a Teen during this decade, must roll to see if they’re drafted for World War I. Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
Males: On Wednesday in 1917, all males who are of age to adult) must individually roll for the draft. Any teen who comes of age before the end of 1918 must also roll as soon as they are old enough. Remember, “of age” in this era is 14 years old (Teen + 17 days). Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
Men who are on “active duty” (living in the military lots) are either moved back home, or invited home for their 24 hours of “Leave” after each deployment. They then roll for their next deployment and head back to the military lot.
World War I Rolls for Males
Wed 1917 – April 1919
The Draft: On Wednesday of 1917, all eligible males aged 14 (teen + 17) – 47 (Elder) must roll an eight-side die: (results at right) Teens coming of age during the war must also roll for the draft on their 14th birthday. Exemptions from draft: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
1-2 = Your sim was drafted for the war, see below for more rolls. 3-5 = Your sim was not drafted, but decided to volunteer anyway. 6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid. 7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Deployment #1:
Wed. 1917: 8 am – Sun. 1918: 8 am
Deployment #2:
Mon. 1918: 8 am – Thurs. 1918: 8 am
Deployment #3:
Fri. 1918: 8 am – Tues. 1919: 8 am
For EACH individual deployment, roll a ten sided die: (results at right)
1 = Your sim did not survive, kill them off with MCCC 2 = Your Sim was injured during the deployment, and must roll when they get home, but are free from the next deployments. 3-10 = Your sim survived, and spends 24 hours at home before being deployed again.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits: (results at right) For any male who survives the entire war to return home, they must roll an 8 sided die ONCE and replace one of their traits: (results at right)
Unmarried Females: All unmarried, eligible females (without the Erratic trait – this includes divorced and widowed) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
World War I Rolls for Females
Wed 1917 – April 1919
Unmarried females (without the Erratic trait) from the ages of 14-47 (Teen + 17 and Elder) must roll a 10 sided die on Wed 1917 to find out how the war affects them. (results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 14 and 47 (Teen + 17 and Elder) on Wed. 1917 to find out how the war affects their life. (results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below) 2-3 = Your sim volunteers to become an aide nurse in the war. (also see below) 4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after. 4-8 = Life continues as “normal”
For Full-Fledged Nurses: If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war. When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas (but lose their job when they get home). (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas. (see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows: 1 = Gloomy 2 = Hot-Headed 3 = Clumsy 4 = Erratic 5 = Lazy 6 = Mean 7 = Paranoid 8 = Noncommittal
Children:
Babies can now be fed with the bottle, and you do not need to hire a wet nurse if the mother dies. Males can now take care of babies and toddlers in the absence of a capable female caretaker.
Heir: If ALL the male Sims in your family die in the war (whether they are in the active household or have moved out), then (and only then) your oldest daughter’s husband can become the heir.
If he dies in the war, then move to the next oldest daughter’s husband. You must look at all the daughters who have moved out – the oldest daughter with a surviving husband must move with her entire family back into the active household and the husband will become the heir.
If you do not have a single male Sim left in all of your entire family, then you must have the oldest daughter remarry, and her new husband will become the heir (though he’s still got to go to war too). Keep going along this line of logic until you achieve a surviving male heir.
Health and Aging:
Rolling for death from sickness is now only required for elder sims. (See 1890 for directions)
Home/Building:
Drywall/Painted Walls are allowed.
Murphy beds are allowed.
Portable generators are allowed.
Education:
World War I lasted Early Summer 1914 to Late Fall 1918, but the USA did not enter the war until Early Spring 1917. If your Sim wants to attend university, they may do so after they have served active duty for a minimum of 1 deployment.
Career:
Young Adult/Adult/Elder male Sims are permitted the following careers after their term of service is up (and before the war years): Business (Management), Criminal (Boss), Critic (either branch), Culinary (Chef), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Interior Decorator, Military (Officer), Painter (either branch), Politics (Politician), Writing (either branch).
Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
Women are encouraged to participate in Political activism and protests (but cannot work in Politics).
Married female sims are still not allowed to work.
Widowed or divorced female sims are permitted to make money through freelancing (writing), gardening, painting, or woodworking. The only careers they may join are Education (either branch) or Entertainer (Musician).
Part-time work: Men can be a fisherman, lifeguard, or manual laborer. Women can be a babysitter, lifeguard, or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
Odd Jobs: Permitted as long as the job is appropriate to era starting in 1915.
Children and Teens are now allowed to join the Scouting career.
Miscellaneous:
Soccer is beginning to gain popularity in the USA and is now allowed.
After 1915: Phones can now be used for chatting (pretend they are wall phones). No texting still.
Get Famous can now be enabled in Game Options. This means that the Celebrity-based Lot Traits are also available. (It does not, however, unlock Del Sol Valley.)
All rules from 1890s still stand with the following changes:
Home/Building:
Remove the Off-the-Grid lot trait.
Electricity is allowed, but only in the form of lighting.
Indoor plumbing is allowed. However, still only bathtubs, no showers.
Upholstery is allowed.
Wallpaper is allowed.
You may use the GrammyFone Old-Fashioned Music Player (in the stereos section of Electronics) for music. Allowed music styles are Lullabies, Classical, and Baroque.
Career:
Male Sims are permitted the following careers: Business (Management), Criminal (Boss), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Military (Officer), Politics (Politician), Writing (either branch).
Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
Married female Sims are not permitted to work.
Widowed or divorced female sims are permitted to make money through freelancing (writing), gardening, painting, or woodworking. The only careers they may join are Education (either branch) or Entertainer (Musician).
Part-time work: Men can be a fisherman or a manual laborer. Women can be a babysitter or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
Miscellaneous:
Your Sims can now go on vacation.
Show Jumping competitions are now okay for horse enthusiasts.
Sims may only have a relationship with and marry the opposite gender.
Sims may only marry within their own ethnicity/race.
Sims must only “Try for Baby” and risky “Woohoo.”
Teenage sims cannot “Mess Around”, “Try for Baby” or risky “Woohoo” until after marriage.
Sims cannot get a divorce unless one of them commits adultery (in this case, flirting with another sim in front of the spouse).
Female children move out only once they are married (and their dowry is ready)
Males can move out by themselves on their “move out date” (rolled by the earlier chart) if they roll to be unmarried (and their inheritance is ready).
Children:
No using foods to influence the gender of the babies.
When your female sim gives birth, roll two six sided dice for each baby. If you roll doubles, the baby did not survive the birth – this is about a 16.7% chance. Then, roll the two dice again. If you roll two ones, the mother dies in childbirth. (irregardless of whether the child(ren) lived or died) This is about a 2.7% chance.
Births must occur at home.
Babies can only be fed through breastfeeding and not by bottle (unless the mother died – in which case, you need to hire a “wet nurse”.) Create a female sim (or move in a female townie and subtract 100 simoleons per day to pay her “wages”. She may be moved out once the babies are children.) On a related note: there must be a female that is at least a teen in the home to care for children until they are at least child age. See above for creating/moving in a caretaker if the mother dies.
Heir: Only male heirs are allowed. If there are no sons, then the eldest daughter’s husband may become heir.
Adoption is only allowed in the case of “neglected children” or orphans, and an adopted child can never be heir.
Health and Aging:
If you notice that your sim has become sick, roll a twenty sided die. Rolling a 1 means they didn’t survive the illness. Use MCCC to kill them off using the “exhaustion” death.
Only home remedies, no ordering medicine.
Once your sim reaches the Elder life stage, on each birthday, roll a six sided die. See “death rolls” for the difficulty chart.
Home and Building:
Use the Off-the-Grid lot trait for this first decade. This WILL mean filling your fridge with ice to keep food cold, and very limited stove usage. – including no birthday cakes.
No electricity. Use candles or lanterns to light up the house.
Outhouses required – no toilets in the home.
Sims can only take baths, no showers.
Only one kitchen sink (no bathroom sinks).
(Both the sink and the tub would have been filled with water from an outside well or pump.)
Only wooden furniture is allowed in the house.
Wooden floors and walls. No drywall or wallpaper. Rugs are allowed.
Buy the cheapest/oldest stoves, fridges, counters, etc. No other kitchen appliances are allowed besides a stove, a grill, and a fridge.
Paintings styles allowed are Landscape, Classic, Impressionism, and Realism. Kids’ drawings can only be hung in the kids’ rooms.
Not allowed: coffee and tea brewers, DJ equipment, earbuds, kids tablets, thermostats, and anything else that obviously wasn’t around in 1890!
No holiday decorations (with the exception of indoor decorations around winter holidays).
A small, personal greenhouse for your home is allowed, but large commercial farm greenhouses are not.
Education:
Elementary school is mandatory, but high school is optional.
High school has a fee. It costs §1,000 for every Teen going to school (money cheat). If you haven’t paid for that teen to go to school, then they must stay at home.
University: Men and women may attend university as a young adult or adult (before or after they move out and get married).
All majors are allowed except Culinary Arts, Computer Science, and Psychology.
Student loans are not allowed, but scholarships are.
No kegs, no juice pong, no robotics.
Careers and Money:
Men can only have the Criminal (Boss), Entertainer (Musician), Freelancer (Writer), Gardener (either branch), Military (Officer), Politics (Politician), Writing (either branch) career. Men can also choose to stay home and make money through woodworking, painting, or gardening.
Men can additionally have the Doctor, Education (either branch), Engineer (Mechanical), Law (either branch), or Scientist career if they earned the appropriate degree.
You can open a retail store or a restaurant only if you have enough money.
Women take care of the children, tidy the house, and cook. They can also help tidy the garden (but not do full-scale “farming” – i.e. large gardens), and go jogging or knit for fun.
If a woman becomes widowed, then (and only then) she may earn money through freelancing (writing), gardening, painting, or woodworking. If she becomes divorced, then she can also join the Entertainer (Musician) career.
Part-time work: Men can be a fisherman or a manual laborer. Women can be a babysitter or a manual laborer. Teens under the age of 14 and Elderly cannot have part-time work.
Miscellaneous:
Your sims cannot go to festivals or city events with the exception of Cottage Living events.
Your sims may not throw any events besides weddings.
If your family can afford it, then you may hire a butler or maid. However, you cannot hire a Nanny.
No fitness or wellness equipment allowed. Sims may work on these skills without equipment. No soccer – it was not popular in the USA at this time.
Vacations are not allowed, but camping is.
Archeology became more prevalent in the mid 20th century, but did exist in the 1800s, so you can travel to Selvadorada from the beginning (but keep in mind this would be incredibly rare, and definitely not a family vacation opportunity).
Veterinarians for house pets were not common – you may have a pet dog or cat, but you cannot take them to the vet if they are sick, and you cannot spay/neuter them. Small pets were not yet kept in the 1890s. Also, no pet clothing is allowed.
All laundry must be done with a wash basin and a clothesline.
Playground equipment, play dates, and ball pits were not yet invented, and are therefore not allowed.
Volunteering is allowed for the women and children.
Skiing is allowed, snowboarding and rock climbing are not.
Sims may enjoy naturally occurring hot springs, but no making in-home hot springs or tubs.
Horses are unlocked from the beginning, as well as Endurance competitions.
Miniature Sheep are unlocked from the beginning, but mini goats are not (see main rules for why).
Modified by IllusoryThrall Updated through the 2020s and Horse Ranch Last Update: 8/12/23 Share your creations on The Gallery with the hashtag #DecadesChallenge
Warning: This is a challenge meant for mature audiences! I am not putting an age limit on it, but this challenge may not be for you if any of the following are true:
You don’t like your sims dying.
You don’t want to confront historical realities like racism, gender stereotypes, war, and other tough social issues.
You don’t use mods at all. (CC is optional, MCCC as a mod is not)
You’re not looking for a complex, rules-heavy, long challenge.
So.. that being said, I would imagine you have already heard of the Decades Challenge before. It’s been around for quite a while, and is basically taking one family from the 1890s to present day while trying to experience history as it was then. It’s terribly hard to get game play or even the rules to be completely accurate, but myself – and all the other people who have worked on this challenge – have tried very hard to make it as accurate as possible. This version is an adaptation on the base rules by CuteCoffeGal (who has done an AMAZING job, by the way), adding in a whole lot of random rolls and challenges or problems for each decade. I used a couple other Decades-like challenges, and some of my own ideas. Also of note: this is the history from a Caucasian American perspective. If you’re looking for another perspective, read on and check out some of the other links I have included in this first page.
Your military family and their push to get you to achieve became a way of life for you. You felt a pull to go a different direction with your life, however, and you want to work with your hands and make a real difference in the world. School was never an issue for you, and learning new things was a breeze. As you set out on your own, you adopt a more bohemian lifestyle, and spend as much time as possible making a difference in your hometown.
Move to Evergreen Harbor and get your neighborhood to a “Green” state.
Get four active Neighborhood Action Plans (preferably ones that help the neighborhood go “green”.) If needed, turn back on the NPC voting and footprint effects in game settings. You are welcome to turn it back on after this generation if you want.
Try to unlock all fabrication recipes (including ones from whichever branch of Civil Designer you chose)
Master Fabrication and Juice Fizzing skills
Try to get to the top of the Freelance Maker career (you’ll know you’re there when you get the award) and finish the Master Maker Aspiration before you quit to join the Civil Designer career and your second aspiration.
It might be a good idea to attend University again this generation (you could do the Freelance career to make money while attending classes), but I will leave that choice up to you.
The heir must get a fisherman job and get to level 3 in it before getting their official career as a YA. (Cannot take this job while in high school, so either graduate early, or spend some time in this career before getting the main career)
Get the Health Food Nut Lifestyle
Generation Twenty-Seven: Lime
You decide to break the family pattern, and you actually just want to really reconnect to nature. Your parents support your decision, but would prefer you stay at home. After some thought, you decide to set out on your own instead. You find a plot of land far away from the city and you move there with the money you have saved from your teenage fisherman job, but nothing else. With just a plot of land and the clothes in your suitcase to your name, you immediately get to work. You’ve goals to work on, and a house to build, although you are definitely conscious of your carbon footprint, so it’ll be a small house.
Career: Part Time Fisherperson (teen-YA), Gardener (either branch YA-elder)
Goals:
Start your sim with just enough money to buy the land.
Use the “off the grid” Lot Trait for this generation (Cannot own a TV, computer, or other electronics)
Build a Tiny Home
Get to level 3 (as mentioned in previous gen) in Fisherperson career BEFORE switching to the Gardener Career.
Master the Gardening, Fishing, Flower Arranging, and Herbalism skills.
Master all three aspirations (if you need to, using a youth potion is allowed)
Do not have a child until a minimum of ten days from turning into an elder.
Collect all of the Magic Beans from the rare plant seed packets, and turn into a plantsim at some point during the generation
Complete the Fish, Gardening (as much as possible), Insects and Frog collections.
Get the Technophobe Lifestyle
Generation Twenty-Eight: Gold
Your goal in life is the absolute opposite of your backwards parent. Living in a tiny house, eating vegetables, and always paying attention to your surrounding world and environment is not for you. Living paycheck to paycheck and off the proceeds of your farm is even more not your thing. You want money. Lots of it. And a home that shows exactly how much money you have made. To this end, you join the Acting career, and dedicate your life to the job and the celebrity. You move to Del Sol Valley, and are soon turning heads everywhere. You choose to adopt for the boost to your reputation rather than for the child, but you are sure they will be well cared for – you are, after all, paying for just that.
Traits: Self-Assured (this used to be Self-Absorbed, but you cannot take that as a child – if you want to switch to this later in life, feel free), Materialistic, Hates Children
Aspiration: Fabulously Wealthy, Mansion Baron, Master Actor or Actress
Career: Acting
Goals:
Finish all three aspirations. If you need more time, youth potions are okay.
Master the Charisma and Acting skills.
Attend the award ceremonies whenever they happen.
Become a level five celebrity.
Build a mansion in Del Sol Valley (up on the celebrity hill) and zone it with the Celebrity home lot trait (when you get your celebrity up high enough to warrant it, that is.)
Make sure there’s room in your home for hiring a live-in butler.
Make sure you’re seen in the hottest spots in town every weekend, and sometimes during the week, too.
Eat Healthy and work out to keep your body in good shape – but not so healthy that you end up eating like your parents did.
After you hit adulthood, adopt a child, and make sure it is well cared for with nannies and butlers.
Generation Twenty-Nine: Wood
You were regarded as a status object while growing up, and it was obvious your parent had no time for you or care for your thoughts and feelings. However, you found friends in the house’s staff, and grew up loved and cared for – if not by your actual adoptive parent, at least you had the love of someone who counted. The huge, expensive house you grew up in always felt cold and unwelcoming, so you spent most of your time in the staff’s area of the house, which was just the opposite – mostly because of the company. As you grew up, you knew you wanted to change the world one house at a time. Making your client’s homes exactly what your childhood mansion could never be was your ultimate goal. Once you hit adulthood, you dedicate yourself to raising a family with your spouse, and you encourage your child(ren) to be the very best at whatever they set their mind to.
Traits: Good, Creative, Outgoing
Aspiration: Successful Lineage
Career: Interior Decorator
Goals:
Complete the Successful Lineage aspiration. Much like in generation Twenty-One, finishing this aspiration after the next generation takes over is perfectly fine, and still counts.
Master the Interior Decorator Career
Do your absolute best to try to make each client’s home their dream home, paying careful attention to their likes and dislikes.
Build yourself a warm and cozy home, perfect for raising a family. Concentrate on having areas to socialize and spend time with each other.
Once you hit adulthood (and not before), find a spouse of your choosing and raise a family. You must have at least one child (either naturally or by adoption), and be at the Good Friends or higher relationship status with each of your kids.
Generation Thirty: Hunter Green
Your parents always wanted the best for you. For you, that meant doing something your illustrious family had never tried: creating a wholesome family farm to hopefully pass on to your children. You couldn’t think of anything better than giving your children something tangible, something that they could do to give back to the ailing planet earth.
Move to a large plot of land in Henford-on-Bagley (not in Finchwick, in other words – it needs to be at LEAST 30 by 40).
Complete the Country Caretaker Aspiration.
Max the Gardening, Cooking, and the Fishing skills.
Build up a full farm. This needs to include plenty of crops, an orchard, at least two cows, at least two Llamas, and at least two full coops of chickens.
Have both a bird tree and a rabbit hole on your property (after making friends with these animals in the wild), and have them help you with your gardening.
Build a pond on your land, and stock it with fish that you caught.
Win Each of the 8 Fair ribbons (even if it means bribing the judge!)
Have grown at least one Perfect Oversized Lettuce, Mushroom, Aubergine, Pumpkin, and Watermelon, and turn them into a decor item to preserve them!
Find and romance your perfect partner, and have at least 3 children (adoption is perfectly okay!). Keep your relationship high with all of your children, and involve them in the daily work of the farm: gardening, cooking, and caring for the animals.
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!
To provide the best experiences, we use technologies like cookies to store and/or access device information. Consenting to these technologies will allow us to process data such as browsing behavior or unique IDs on this site. Not consenting or withdrawing consent, may adversely affect certain features and functions.
Functional
Always active
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
Preferences
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
Statistics
The technical storage or access that is used exclusively for statistical purposes.The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
Marketing
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.