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.
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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