Welcome to the Timeline Adventure! On this page, you will find the first five generations of the full 2.0 version of this challenge. Make sure to click on the tabs below each generation’s header so that you know all that you need to know to complete the generation! That being said, again, welcome… and Have FUN!
Generation One: A Fruitful Beginning
(10000 BC- 3000 BC)
The Stone Age marks the final phase of prehistoric toolmaking, when humans crafted increasingly sophisticated implements from flint and other stones. During this period, communities gradually shifted from nomadic hunting and gathering toward settled agriculture, domesticating plants and animals and clearing land for crops. Innovations such as polished axes, grinding stones, and early pottery appeared, transforming daily life and enabling the growth of permanent villages.
On a chain of lush tropical islands shadowed by a rumbling volcano, an aging tribal elder makes a desperate plea. Two young tribe members are chosen for their strength, their fertility, and their skills to ensure the survival of their people. The fertile soil—dark and rich from the mountain’s fire—feeds the woman's gardens of roots, fruits, and healing herbs, which she tends with care and the Island Spirit's blessing. The man spends his days fishing in turquoise waters, casting nets beyond the reefs and returning with stories of sharks, storms, and spirits seen in the waves. At night, the volcano’s red glow paints the horizon, a constant reminder of both destruction and renewal. The villagers offer gifts to its fiery heart, believing it watches over birth and death alike. Each child of the couple is welcomed with dances under the ash-streaked sky, their laughter and prayers for plenty mingling with the ocean wind. Over time, the couple's growing family becomes a living promise that even beneath the shadow of fire, life would take root and rise again.
Generation One Icon:
Generation One Historical Inspiration:
Stone Age humans
Packs Required:
Base Game
Island Living (world)
City Living (lot trait)
Jungle Adventure (lot challenges)
Parenthood (skills)
Generation One Suggested Mods:
MC Command Center - (allows the kids to quit school without getting taken away)
Either Creepy Crawlies, Volcanic Activity, or Cursed (depends on lot)
Other Sims and Lots:
YES, you may make other Stone Age sims and build them homes, both within your neighborhood in Sulani, as well as in the other neighborhoods of Sulani.
The only Lot Types that are unlocked at the beginning of the Challenge are as follows:
Residential
Park
Beach
Pool (think Hot springs)
Home Lot Building Goals:
Build a small “hut” as your home base with the money you earn – pick one of the three lots available.
Hut must be made of stone or wood textures, but only thatch roofing!
Holidays:
(none!)
Travel Rules:
Can ONLY Visit Parks, Beaches and Pool Lots (hot springs?) in Sulani - no travel to other worlds!
If you need extra fish caught and you can't get them or a cowberry in Sulani, you MAY visit Magnolia Blossom Park in Willow Creek for fishing or gardening plants ONLY.
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world (except for those mentioned above)
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Male Sim:
Child of the Islands
Self-Assured
Loves the Outdoors
Female Sim:
Cheerful
Family-Oriented
Jealous
Aspirations to Complete:
Male Sim:
Angling Ace
Female Sim:
Freelance Botanist
Career & Education Goals: (for both sims)
Education: None
Career: None
Skills to Master: (divide between sims as you see fit)
Fishing
Gardening
Handiness
Parenting
Lifestyles to Get:
(none)
Reward Traits to Buy:
(none)
NO buying ANY traits in this generation!
Finding a Spouse:
No marriage - not unlocked yet
Spouse Goals:
Already listed - "spouse" is a main sim so check main sim goals as well!!
Must always "Try for Baby" instead of Woohoo. (No birth control in the Stone Age).
No Adoption or Science Babies
No pregnancy tests, either. (OR BIRTHDAY CAKES!)
Children & Child Goals:
Have as many children as possible. The goal is to populate the world.
No School for children or teens - you must cancel out this interaction to keep them at home, or have them quit school with MC Command Center!
Teens are old enough to move out to another lot in Sulani if you wish - build them a small hut to live in there.
Choosing an Heir:
This is entirely up to you - heir can be of any gender you wish - and does NOT have to be the first-born child!
Your Heir must take these traits:
(order is up to you!)
Plant Lover
Loner
Non-Committal
Your Heir's Aspiration:
Nature Nomad
Other Goals:
Save as much money as possible from your skills.
The founding sims must die when the heir is a teenager, and the next generation starts right after you've managed to kill your founders. Which child is heir, however, is your choice - so you can wait as long as you want, saving money for the next home before moving. Also, killing your founders should be done as quickly as possible so you have enough time as a teenager to get your next goals done.
Have a teenaged sibling stay behind with the rest of your siblings so they will be looked after.
When your heir leaves to start the next generation, they must take their parents' graves/urns with them.
During the early Bronze Age, nomadic pastoralists such as the Yamnaya roamed the Pontic-Caspian steppe in seasonal circuits, driving herds of cattle, sheep, and goats to fresh pastures. Their mastery of horse domestication and the invention of the spoked-wheel wagon around 3500 BC granted them unparalleled mobility, enabling rapid migrations and the forging of long-distance trade links. Burial mounds (kurgans) yield finely wrought bronze weapons, tools, and ornaments, testifying to sophisticated metallurgy and ceremonial practices. Flexible clan-based social structures allowed these groups to adapt swiftly to changing environments, while their movements helped spread languages, technologies, and genetic lineages across Eurasia.
When tragedy struck your family just as you completed your coming-of-age rituals... you could think of no other recourse but to run. You couldn't stand to look at the rest of your family, and feel the weight of the guilt of being (you feel) the cause of their demise. So, you ran. You CLAIM it was to follow in your parent's footsteps, to find a place for your children to grow and prosper... but really, it was because you just couldn't stand to stay. You take your parent's bones, so you can sanctify whatever home you find. However, you didn't expect how hard it was going to be. Being on your own. Being at the mercy of the elements. You lose your nerve when you find a friendly village who offer to train you to hunt. You fall in love... but they are unattainable, because they're already spoken for. Having learned to fend for yourself better, your resolve hardens. You must find a home for yourself. And you don't need anyone to help. So you begin traveling again. The miles shape you. You do find someone. But they want nothing to do with your quest. So you will raise your child alone. When they're old enough, you travel again. Long miles pass. Eventually, you do find the right place. You can feel it, even if your child cannot. Here. Here is where the legacy begins.
For your final lot (the one you actually move to):
Great Soil
Homey
Lot Challenges:
Off The Grid (for ALL lots)
Quake Zone (add this for your final lot only!)
Other Sims and Lots:
You may make as many sims as you'd like to act as other Sims your Sim meets along their journey, and weave them into your story any way you wish. You must, however, make sure each sim you add has a home in the neighborhood that your sim is currently staying in for the week you want to introduce the character in.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
Phase One:
Must pick smallest lot available in Sulani (Lani St. Taz area), and NOTHING that isn't landscaping, pond or ocean stuff, or a pee bush & mailbox (cc mailboxes encouraged!) can be on your lot. (You MAY use the Outdoor retreat portable shower if you're not using CC, or find a portable off-the-grid CC shower that will work. Your main sim is NOT allowed to use toilets or bathtubs at any time.)
You are NOT living here for more than your first week!
All landscaping is permitted - that includes ponds.
Phase Two:
Once you start traveling, You MAY add pee bushes to every lot you stay on as well as landscaping &/or pools, but NO structures of any kind! - only portable & OFF THE GRID items can be taken with you.
In other words, if you can't put it in your sims' inventory, you can't take it.
Phase Three:
Seven days into your Young Adult life, your sim finds a friendly village in Gibbi Point, who offer to teach your main sim to hunt. They even have a spare hut you can live in. Build a village lot, either as a residential, or a residential rental. Make sure there is a hut for your main sim, as well as activities (i.e. Archery area). You will have this time to learn Archery, and no more (since targets cannot be moved to inventory!).
You may also build up the rest of that neighborhood with more villagers and travel to visit with them as well.
Phase Four:
Two weeks after your main sim becomes an adult, you have a two week period in which to get your heir and raise it to a toddler. During this time, you may set up a temporary camp of sorts wherever you choose in the world, but you are only allowed a rudimentary hut and the barest minimum of items to survive.
When Baby is born, you may cheat to edit the lot you are CURRENTLY squatting on to include the bassinet, crib, and old-fashioned bathtub. Nothing else. You are also given a one-week reprieve from moving and may set up a small "camp" here for the rest of your time here.
Phase Five:
After the child is a toddler, you will need to monitor the hygiene meter for the child, and once or twice a week, cheat to place a bathtub to clean up the child.
Phase Six:
Finally, once you are an Elder and settle down in StranerVille, you MAY build a full hut with a pond - but you CANNOT build a bathtub or toilet unless you have the handiness to do so!
Holidays:
(none!)
Travel Rules:
Every Sim Week you must "camp" in a different neighborhood around the game world.
Yes, you can repeat neighborhoods, but not right after one another.
Yes, that means that when you have the child as an Adult, you MUST take the child with you everywhere.
HOW THIS WORKS: Every week on Sunday at 6AM you must "pack up camp" (pick up your belongings) and leave for another blank lot in a Different World, Different Neighborhood. You may pick them in any way you'd like, in fact you could just pick 2-4 different ones and move around as the seasons pass. This is simulating the intense journey you are taking from the islands into the desert lands of "Northern Sim-frica" (LOL). Once you get to your new lot, you can set up camp again, PAUSE the game, SAVE the game, go into build mode to put some plant-life and a pee bush around, and that sort of thing.
The only worlds that are OFF LIMITS for this moving journey are: Batuu, StrangerVille (until the end), Gibbi Point (excpet for the time in the Village), Granite Falls, and Selvadorada
When you are an elder, you may finally settle down In the StrangerVille neighborhood with your kid.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Plant Lover
Loner
Non-Committal
Aspirations to Complete:
Nature Nomad
Friend of the World
Career & Education Goals:
Education: None
Career:None - you live off the land and roam around the world
Skills to Master:
Natural Living
Archery
Charisma
Fishing
Two other Skills of your choice to max.
Cannot Garden- you move too much.
Most skills will be super hard to level under the conditions in this generation, except for while you're living at the village, so take full advantage of this time.
Parenting may be a good choice for one of these skills. Most of this generation is about surviving and finding a place for your child to begin their family on.
Lifestyles to Get:
(none)
Reward Traits to Buy:
Storm Chaser (because your sim "just gets used to it")
Waterproof (because your sim "just gets used to it")
No other traits may be bought!
Finding a Spouse:
-NONE- (The partner you pick does not wish to remain with you and your nomadic loner ways)
Spouse Goals:
YOU CANNOT MARRY during this generation! In fact, the only way you can have another sim move in other than your child is if your heir is a male, you can move the mother of your child in while they're pregnant, and they may stay until the child is a Toddler. to care for the babe.
You cannot have a child until the third week of being an adult. (NOT Young Adult!) In other words, you must have traveled twice as an Adult before you can look for a temporary mate. And then - you only have one week to find this mate, the mother must either be pregnant or possibly pregnant by the end of week 3 as an adult.
ONLY TRY FOR BABY! (No adopt or science baby, or regular woohoo, and no pregnancy tests)
Children & Child Goals:
Have only one child - unless you have twins or triplets (if you have multiples, you must choose just one as heir)
No School for children or teens - you must cancel out this interaction to keep them at home, or have them quit school with MC Command Center!
Once you have the baby, I don't think you can easily travel to new lots to "squat" with the baby (and possibly partner to feed baby) until the baby is a Toddler, so you'll have a short reprieve from moving around.
IN OTHER WORDS: after the baby is born, you will be able to skip your next Sunday move.
Once they are a toddler, you will need to invest in portable toddler care items - a sleeping bag, toys, potty, etc, because you will be again forced to start moving every Sunday 6AM again.
No BIRTHDAY CAKES! - you will be waiting until your sims age up on their own. Yep, they'll be sad. Sorry.
Choosing an Heir:
This should be decided for you as you'll have only one child, but if there's multiples, you must choose only one, using any criteria you can come up with.
Your Heir must take these traits:
(order is up to you!)
Perfectionist
Outgoing
Creative
Your Heir's Aspiration:
The Curator
Other Goals:
Buy a tent, campfire, & Sulani Pit Grill ASAP. You will need them.
You must carry the founder's graves with you wherever you go. These will be passed down to your heir.
YOU MAY adopt a dog (think wolf) to be your traveling companion. I would suggest they at least have "Loyal" for one of their traits.
When you are an Elder, you may finally settle down In the StrangerVille neighborhood with your kid.
When the child reaches their teens, your main sim must move back to Sulani, leaving the heir with the graves.
At this time, The heir may actually "bury" the graves on their property. (No Graveyards yet!)
IF YOU HAD MULTIPLES, you must choose ONE to be an heir, the other ones can either move to a different lot when this part of the generation ends, or back to Sulani with the parent.
Collections to Complete:
Fossils (curious things they are..)
Feathers (if you adopted a dog)
Seashells (must be gotten in your first week in Sulani)
Frogs
Fish
Game Unlocks After This Gen:
Sheep, Goats, Rabbits, Birds, Foxes - Unlocked after Generation 2
Generation Three Pt 1: Building the First Civilization
(2350 BC- 1786 BC)
Between 2350 BC and 1786 BC, Mesopotamian civilization flourished under powerful empires like the Akkadians and later the Babylonians, who unified city-states and expanded territorial control. Kings such as Sargon of Akkad and Hammurabi established centralized governments, codified laws, and promoted monumental architecture, including ziggurats and palaces. Advances in astronomy, mathematics, and writing (cuneiform) supported a thriving urban culture rooted in trade, agriculture, and deeply structured religious life.
Your parent survived tragedy, and had the guts to set out on their own looking for a better life for their future family. The ancestor's bones have been brought along, so that they may be placed in a place of honor in this new home. You remember traveling the worlds with your parent, toddling along as they scrabbled a hard existence just for survival. Eventually, your parent settled in this desert. Why, you couldn't say. But they were very insistent that this is where you would start the legacy you would create. You begin carving, building furniture, making crude pottery, and selling what you make for a profit. Soon, however, you realize this small village holds little for you, and it is time to leave your ghosts behind. Literally.
Have fun making some townies - especially some (or one) that has an eligible bachelor or bachelorette (teen of opposite sex from your heir) to get to know, woo, and eventually marry when you're allowed to after Part 1
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
You take over your parent's hut as a teen, since your parent immediately moves back to their home of Sulani (now that they've found what they consider a perfect home for you).
At this point, feel free to edit your world, and add in some Early-civ-appropriate huts and some townies so you can have people to interact with.
Plumbing is a no-no until you have Handiness maxed, so keeping the portable shower may be in your best interests.
Also - ONLY wood, thatch-looking textures, or mud bricks for the home, no stone!
Holidays:
Every Sunday, you must go to the temple to leave offerings to the gods
(Use seasons calendar & create holiday on every sunday with the attend holiday ceremony tradition)
Travel Rules:
Can ONLY Visit Parks, Beaches and Pool Lots (hot springs?) in StrangerVille - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Perfectionist
Outgoing
Creative
Aspirations to Complete:
The Curator
(Do NOT have to finish this one, but if you feel up to the challenge, go for it!)
Career & Education Goals:
Education: None
Career:Sales at Tables
(yes, this can be a small business - but not a full retail store!)
Skills to Master:
Handiness
Pottery
Lifestyles to Get:
(none)
Reward Traits to Buy:
-none- (NO buying traits in this generation!)
Finding a Spouse:
-none- (you're only a teenager!)
Spouse Goals:
You MAY find a partner and have them be boyfriend/girlfriend or even promised, but no marriage, moving in, or woohoo.
(This partner MAY be created by you, or downloaded, or found in game and made over.. Your choice.)
Children & Child Goals:
Zero kids
(You're only a teenager!)
NO SCHOOL
Choosing an Heir:
NO HEIRS!
(You're only a teenager!)
Your Heir must take these traits:
(order is up to you!)
(no heir)
Your Heir's Aspiration:
(no heir)
Other Goals:
You must make an attempt to keep track of your earnings - This stage WILL NOT end until you have sold a minimum of 30,000 worth of Handiness and/or Pottery created objects AND you are a Young Adult (not one or the other).
(You may use a Small Business to do this, but not a Retail Store!)
As soon as BOTH goals are complete, two things can happen.
First, you may now set up a graveyard somewhere in Oasis Springs (preferably the 40 by 30 in the commercial district), and bury your ancestors' bones there.
Second, you move to the next part of this generation!
Residential Lot Unlocks After This Gen:
Residential Rental Lot - Unlocked after Generation 3 Pt 1 (but I wouldn't suggest using it for your main family unless you HAVE to for the gen... it's just so buggy right now!!)
Apartments - Unlocked after Generation 3 Pt 1 (Must be in your current world to add Townies to. Must be in the designated neighborhood for that generation to actually have your main family live in it.)
Commercial Lot Unlocks After This Gen:
Generic - Unlocked after Generation 3 Pt 1
Wedding Venue - Unlocked after Generation 3 Pt 1
(From this point on in the challenge, it is recommended to have at least one venue that will work for this in your world for every generation.)
Graveyard - Unlocked after Generation 3 Pt 1
(I highly recommend creating one of these in the world.-Perhaps in Magnolia Promenade?- That way, just like the Family Museum you have, you can "collect" all your family graves here.)
Game Unlocks After This Gen:
Marriage - Unlocked after Generation 3 Pt 1
School for Child-aged Boys - Unlocked after Generation 3 Pt 1
Pregnancy Tests - Unlocked after Generation 3 Pt 1 (apparently peeing on a certain kind of crop in a bag would make it change colors if you were pregnant? Sounds inaccurate, but your choice here. Modern tests were invented in 1920 - so after Generation 23 Pt 2)
Horses, Cats, Cows - Unlocked after Generation 3 Pt 1
In the New Kingdom of Egypt, healers held esteemed roles as both medical practitioners and spiritual intermediaries. They combined practical treatments—like herbal remedies, surgery, and wound care—with magical incantations and rituals, believing that illness could stem from both physical and supernatural causes. Many healers were priests or scribes trained in temple schools, and they often consulted medical texts such as the Ebers Papyrus, which detailed hundreds of remedies and spells.
When you became a young adult, you moved from your small village to a land more populated, (and less seismically unstable!) and tried to find a place for yourself in this world. You started a family and proceeded to make a name for yourself here, not as a carpenter, but instead establishing your family as the local healers, known for your plants and your knowledge. As your name begins to be more widely known, you expand your business, and clientele, hoping to one day even serve the Pharoah!
Again, make as many sims as you like, with whatever story you want. You can even make a high priest or pharaoh character if you want and weave them into your story!
Granite Falls is used for this generation ONLY:
Make sure you have a National park for early civ appropriate - I have one listed below for download (CC free).
You will also need a family campground in the Rental area of Granite Falls - again, I have one listed below for download (CC Free).
The temple you have built for last generation can be visited and decorated for the Egyptian time period, but it wasn’t a place for the “masses” to worship, but rather a “home” for the gods. Otherwise, add some other families and perhaps a Pool or Park for getting together in your world.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
My suggestion would be to start out this part of the generation on the smaller of the two lots available to you, then, once you feel the family has grown enough (and saved enough money) to support a larger lot, you could move to the bigger one.
(It is also completely possible to just stay on the smaller lot the whole time!)
ALSO: at this time, stone or brick (all brick, not just mud brick) construction is now allowed, as well as rudimentary bathrooms.
Holidays:
None – worship the many deities from home.
Having a temple/Wedding Venue lot might be a good idea, though, since Weddings are now unlocked!
Travel Rules:
Can ONLY Visit Parks, Beaches Pool Lots (hot springs?), Graveyards, Generic, or Wedding Venues in StrangerVille - no travel to other worlds!
EXCEPTION FOR THIS GEN ONLY:
You will be traveling to Granite Falls for this generation.
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Perfectionist
Outgoing
Creative
Aspirations to Complete:
Outdoor Enthusiast
Career & Education Goals:
Education: None
Career:Sales at Tables
(yes, this can be a small business - but not a full retail store!)
Skills to Master:
Cooking
Gardening
Wellness
Herbalism
(You may NOT pursue the Apothecary skill)
Lifestyles to Get:
(none)
Reward Traits to Buy:
-none- (NO buying traits in this generation!)
Finding a Spouse:
Partner yes, spouse optional
(Can be CAS created, downloaded, or found in game)
Also: Weddings are now allowed!!
Spouse Goals:
As soon as this generation starts, you are allowed to (finally) marry your chosen partner and move them with you to your new home. If you choose, however, you can elect to just remain partners (i.e. marriage is NOT required)
IF YOU DO MARRY - spouses are not allowed to bring in any money, you must cheat any money they bring in away!!
(TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Children & Child Goals:
Must have at least two children with your partner.
Birthday cakes, however, are now allowed from this generation on!(if you're not using mods, be aware that there is no way to cook them until off the grid goes away, so that's why I recommend the medieval cooking mod, there is a Sponge Cake under "Puddings" that can be used as a birthday cake!)
No School for ALL teens and girls of any age – you must cancel out this interaction to keep them at home.
Child Boys, however, are allowed to attend school starting in this generation.
(Girls were taught at home by their mothers.)
Teens are still able to move out on their own if they choose once they're old enough.
Choosing an Heir:
Heir gender doesn't matter, and you may pick any of your children to be heir.
Your Heir must take these traits:
Because there are two options for the next generation, you must decide your heir's personality now:
If you're going to the "evil" side ("Emotion Thief") your heir's traits will be:
Disruptive
Mean
Non-Committal
If you go to the "good" side ("Flying Solo") your heir's traits will be:
Mystical
Plant Lover
Unflirty
Your Heir's Aspiration:
No matter which way you pick, your aspiration will be:
Fairy Stories
Other Goals:
Optional: Move in a sim of your choice to be your servant, and build them a servants’ quarters on your lot
(perhaps once you move to the bigger lot - if you do?)
As soon as all of your goals are complete, AND your chosen heir is a Young Adult, the generation ends.
Collections To Complete:
Insects
Game Unlocks After This Gen:
Must be Young Adult to move out - Unlocked after Generation 3 Pt 2
(Note: there are still generations to come that you will move at as a Teen, but those will be specifically marked as such!)
Pick EITHER A or B, not both! Once you finish your chosen path, move on to Generation Five!
Generation Four A: Emotion Thief
(500 BC- 43 AD)
In Iron Age Celtic societies, some unscrupulous druids lurked behind tribal leaders as sinister spiritual and intellectual arbiters, their whispered counsel guiding decisions with chilling precision. They guarded their arcane lore of law, ritual, and dark ceremonies in secret groves, presiding over sacrifices and enforcing tribal will with druidic judgment that brooked no dissent. Their mastery of herbal poisons, celestial omens, and ancestral curses made them feared power brokers, binding communities through awe, superstition, and the threat of otherworldly retribution.
You were brought up to be a healer. But that didn't appeal to you. Instead, you wanted to cause as much trouble as you possibly could. Your family's disapproval of this thinking led you to leave home as quickly as you could. Eventually, you found a home among the trees of the "Emerald Isles" with a Master Druid of a local Celtic Tribe. He, alone, seems to approve of your mindset, and encourages you to bcome a fairy, too, so that you can take your pranks to the "next level". And so you do. You begin learning to control people's emotions, and even STEAL them. Things couldn't be better. Except for that one cute fairy who disapproves. You target them specifically, until, one night, the unthinkable happens... you realize you've fallen in love. Chagrined, you attempt to woo them, and end up spending one very passionate night with them before they claim they can never love such an dark fairy as you are. They leave, but not without giving up the child that came from that night. Which means now you are a single parent, which is a struggle... but with your mentor's help, you manage to get by without changing your ways.
Make one fairy sim somewhere in the world to be the chosen "Druid" of the tribe.
(the "priest", basically - you may cheat his skills up if you'd like so they can mentor your sim) - And yes, he will need a home!
Also, you may want to populate the rest of Innisgreen for this generation with other fairies to interact with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
You're building a fairy home! Make it look like it!!
Build a community lot or two or three...
Elsewhere in the Innisgreen world, build a Druid's Grove.
(a sacred place or natural shrine for gatherings or religious rituals - I would probably do either a Wedding Venue Type or Park type for this)
Also build some other sort of social gathering Community Lot (refer to what's allowed for this one!).
Holidays:
There is some evidence that the Celts practiced human sacrifices. You do not have to do this, but perhaps have a big bonfire at the Sacred Grove or Community Gathering lot to simulate the fires they would burn their enemies in?
Beyond that, they were Polytheistic (many gods) - so use many different statues in the Grove.
There is also evidence stating that Celt Gods were NATURAL or NATURE based, not human figures, except for the mother (think mother earth style) and father (think god of the tribe and the dead) gods.
Once a week (Wednesdays) celebrate a solstice-like holiday at the Sacred Grove - leaving little offerings by the shrine with the family, and celebrating the season, and lighting a fire. This does NOT have to be an actual holiday, but if you do, use Appreciate an object, Fire, Thankful Spirit, and Tell Stories.
Travel Rules:
Can ONLY Visit Allowed lots in Innisgreen - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Disruptive
Mean
Non-Committal
Aspirations to Complete:
Fairy Stories
Discordant Fairy
Career & Education Goals:
Education: None
Career:Making other fairies' lives miserable.
(You spend your time playing pranks and getting into trouble.)
Skills to Master:
Mischief
(This will require a lot of pranks because you don't have electronics!)
Fitness level 5 minimum
Medium
(Only a 5 level skill)
Optionally: (if you can stand the immersion break because Ink would have been done differently back then!)
Tattooing
Lifestyles to Get:
(none)
Reward Traits to Buy:
Brave
(This is going to take some doing, feel free to work on other aspirations as you can in this era to get more points if you need to!)
Finding a Spouse:
-none- (read on!)
Spouse Goals:
You find and fall in love with a fairy that HATES you. After a steamy night, you are left with a child to care for, and no partner to raise said child with, as the fairy decides they cannot abide your lifestyle.
(TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Children & Child Goals:
ONLY One child
Unless you have twins or triplets(if you have multiples, you must choose just one as heir)
You will raise your heir as a single parent.
If your sim is male, the female fairy you accidentally fall for one night stays with you ONLY long enough to have the baby, and she leaves in a hurry.
As for school, only the boy children can go to school, all girls of any age and boy teens must stay home and learn to care for their future family.
Remember, Teens can no longer move out on their own unless stated!
Choosing an Heir:
Heir can be of any gender, and will be your only child (unless you had multiples)
Your Heir must take these traits:
(order is up to you!)
Outgoing
Snob
Genius
Your Heir's Aspiration:
Fabulously Wealthy
Other Goals:
Must practice ONLY from two schools of Fairy Magic - Manipulative, and Emotional.
As soon as all goals are complete AND your heir is Young Adult, the generation is over!
Special Lot Unlocks After This Gen:
The Bluffs (Windenburg) - Unlocked after Generation 4
Ancient Ruins (Windenburg) - Unlocked after Generation 4
Commercial Lot Unlocks After This Gen:
Small Business - Fully unlocked after Generation 4
Gym - Unlocked after Generation 4
Game Unlocks After This Gen:
School for Child-aged Girls - Unlocked after Generation 4
School for all Teenagers - Unlocked after Generation 4
ALSO:
Remember to UNCHECK this game option again:
Balance & Imbalance System: OFF
Generation Four B: Flying Solo
(500 BC- 43 AD)
In Iron Age Celtic societies, druids formed the spiritual and intellectual elite, acting as priests, judges, teachers, and advisors to tribal leaders. They maintained oral traditions of law, ritual, and lore, presiding over ceremonies in sacred groves and mediating disputes within and between clans. Their deep knowledge of astronomy, herbal medicine, and genealogy made them pivotal in sustaining social cohesion and cultural continuity.
You were brought up to believe strongly in the healing arts, and the power Nature has over people, but you felt your parents had kept a closed mind to the real possibilities. They spent all their time worshipping cats, doing chores, and making healing cures that worked.... Sometimes. You have vowed that you will be different. You search far and wide for a Master Healer, and find one in a Sacred Druid Grove in the forests of the "Emerald Isles". He agrees to take you on, on one condition. You must learn to truly embrace the power of nature and become a fairy. You agree readily, and set yourself upon a path to become the best healer you can be. Falling in love with another fairy and settling down in the Tribe only seemed natural, as your Mentor seems to be setting you up to take over from them when they are gone.
Make one fairy sim somewhere in the world to be the chosen "Druid" of the tribe.
(the "priest", basically - you may cheat his skills up if you'd like so they can mentor your sim) - And yes, he will need a home!
Also, you may want to populate the rest of Innisgreen for this generation with other fairies to interact with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
You're building a fairy home! Make it look like it!!
Build a community lot or two or three...
Elsewhere in the Innisgreen world, build a Druid's Grove.
(a sacred place or natural shrine for gatherings or religious rituals - I would probably do either a Wedding Venue Type or Park type for this)
Also build some other sort of social gathering Community Lot (refer to what's allowed for this one!)
Holidays:
There is some evidence that the Celts practiced human sacrifices. You do not have to do this, but perhaps have a big bonfire at the Sacred Grove or Community Gathering lot to simulate the fires they would burn their enemies in?
Beyond that, they were Polythiestic (many gods) - so use many different statues in the Grove.
There is also evidence stating that Celt Gods were NATURAL or NATURE based, not human figures, except for the mother (think mother earth style) and father (think god of the tribe and the dead) gods.
Once a week (Wednesdays) celebrate a solstice-like holiday at the Sacred Grove - leaving little offerings by the shrine with the family, and celebrating the season, and lighting a fire. This does NOT have to be an actual holiday, but if you do, use Appreciate an object, Fire, Thankful Spirit, and Tell Stories.
Travel Rules:
Can ONLY Visit Allowed lots in Innisgreen - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Mystical
Plant Lover
Unflirty
Aspirations to Complete:
Fairy Stories
Harmonious Fairy
Career & Education Goals:
Education: None
Career:Making other fairies' lives better. You spend your time healing, making healing cures, and helping out your fellow fairies. If they pay for the cures, so much the better!
(yes, this can be a small business - but not a full retail store!)
Skills to Master:
Wellness
Parenting
Apothecary
Handiness
Lifestyles to Get:
(none)
Reward Traits to Buy:
Great Storyteller
Incredibly Friendly
Finding a Spouse:
Find a partner and fall in love, get married, you know. the whole nine yards.
(TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate, as long as they are actively participating in raising the kids!
Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
Raise your children in partnership with your spouse.
Both of you should have great relationships with the kids!
As for school, only the boy children can go to school, all girls of any age and boy teens must stay home and learn to care for their future family.
Choosing an Heir:
Heir gender doesn't matter, and you may pick any of your children to be heir.
Your Heir must take these traits:
Can be taken in any order:
Outgoing
Snob
Genius
Your Heir's Aspiration:
Fabulously Wealthy
Other Goals:
Must practice ONLY from two schools of Fairy Magic - Emotional, and Nature.
As soon as all of your goals are complete, AND your chosen heir is a Young Adult, the generation ends.
Special Lot Unlocks After This Gen:
The Bluffs (Windenburg) - Unlocked after Generation 4
Ancient Ruins (Windenburg) - Unlocked after Generation 4
Commercial Lot Unlocks After This Gen:
Small Business - Fully unlocked after Generation 4
Gym - Unlocked after Generation 4
Game Unlocks After This Gen:
School for Child-aged Girls - Unlocked after Generation 4
School for all Teenagers - Unlocked after Generation 4
ALSO:
Remember to UNCHECK this game option again:
Balance & Imbalance System: OFF
Generation Five: Wealth of the Gods
(800 BC- 476 AD)
Both Greek and Roman civilizations built expansive trade networks across the Mediterranean, exchanging goods like olive oil, wine, grain, pottery, and luxury items. Greek city-states operated through decentralized markets and maritime partnerships, while Rome developed a more centralized system with regulated ports, standardized coinage, and state oversight. Merchants in both cultures relied on sea routes and well-maintained infrastructure—Greek triremes and Roman roads alike—to move goods efficiently and profitably. Marketplaces such as the Greek agora and Roman forum served as vital centers of commerce, civic life, and economic regulation.
Generation Five A Story (if you're coming from 4A):
Your parent was a living nightmare, flying around causing mischief, stealing people's emotions and life forces... communing with the dead, and generally being a really rotten fairy. You want nothing to do with this path, and, as soon as you can, you leave, moving as far away as you can feel like you can physically get. You find an inexpensive piece of land, and begin building your own Villa among the local culture. You begin growing beautiful flowers, and arranging them to beautify people's homes. Soon, you are able to open your own Flower Shop, selling your wares on a more permanent basis than your parents could, and slowly accruing wealth that you can pass on to your children.
Generation Five B Story (if you're coming from 4B):
When you came of age, your family expected you to carry on living as they had; healing and selling your cures, living with the fairies, and being the local Druid for the Tribe. However, you were a dreamer and wanted ... something different. The whole Fairy thing just wasn't you. Therefore, you find a way to become human again, and you move far away from the rest of your flying family. You buy an empty plot of land, build a Villa, and start growing beautiful flowers. Soon, you are able to open your own Flower Shop, selling your wares on a more permanent basis than your parents could, and slowly accruing wealth that you can pass on to your children.
Generation Five Icon:
Generation Five Historical Inspiration:
Ancient Rome, or Ancient Greece - your choice, they were at about the same period in time.
Packs Required:
Base Game
Get Together (World)
City Living (lot trait)
Seasons (holidays)
Snowy Escape (lifestyles)
Businesses & Hobbies (small business)
If you don't have this pack, you could do it as a retail (would be much harder) or from tables!
Also, you may want to populate the rest of Windenburg for this generation with other era-appropriate sims to interact with.
Reminder: Cannot talk to people who are not in your CURRENT neighborhood. If you want to see someone in another neighborhood, you'll have to travel to them (and have a story reason for doing so?).
Home Lot Building Goals:
I highly suggest a 20 by 30 lot or smaller!
As for architecture, you are welcome to choose between Roman or Greek, because they were at about the same general time period.
Holidays:
Spring: All Fools Day – Mischief Spirit, Drinking and Party Spirit
Summer: Festival of Remembrance – Remembrance, Tell Stories, Fire, Thankful Spirit
Fall: The Harvest – Drinking (can be done by proposing a toast as a friendly action – do not need a bar), Fire, Art and Music Spirit, Barbeque (can’t do grand meal without an oven)
Winter: Winter Solstice – Festive lighting, Give gifts, Barbeque, Light Menorah or Kinara
Travel Rules:
Remember: The Bluffs and Ancient Ruins are available to be traveled to, but you may want to make sure they're de-modernized. (as in, don't accept party invites to there!!) (And the Chalet is still off-limits!)
Can ONLY Visit Allowed lots in Windenburg - no travel to other worlds!
If you have made other sims and built them homes, you MAY visit them at their lots.
NO visiting empty lots in the world.
Communication Rules:
You may not use the phones to call someone who IS NOT in your neighborhood. i.e. either actually wandering past your lot or living in the same neighborhood.
If you wish to visit with someone living in another neighborhood, you must travel to them (and have a story reason to do so!).
NO ACCEPTING FAMILY CALLS AND VISITS from elsewhere in the world, and you may only talk to sims in the neighborhood you are currently living in.
Take these traits:
Outgoing
Snob
Genius
Aspirations to Complete:
Fabulously Wealthy
Career & Education Goals:
Education: None
Career:Flowers (can be a small business)
(yes, this can be a small business - but not a full retail store unless you don't have businesses & hobbies)
Skills to Master:
Charisma
Flower Arranging
Lifestyles to Get:
People Person
Reward Traits to Buy:
Marketable
Beguiling
Carefree
Finding a Spouse:
Yes, find a spouse. Your choice of in-game NPC or CAS-made sim.
(TRY FOR BABY ONLY, no adopt, science baby or regular woohoo)
Spouse Goals:
No specific goals for the spouse, so they can do whatever you think is appropriate.
Spouses cannot bring money into the family. You must take away whatever they bring in.
Children & Child Goals:
School is now allowed for all children and teens.
(Although it was usually segregated, by the Roman Empire, girls were now allowed to go to school.)
Choosing an Heir:
Your heir must be male!
Your Heir must take these traits:
Can be taken in any order:
Insider
Kleptomaniac
Shady
Your Heir's Aspiration:
Leader of the Pack
Other Goals:
Open a small business in order to make money (unless you don't have Businesses & Hobbies).
Place this business in either Magnolia Promenade or the Crumbling Isle near your home (your choice - but Crumbling Isle would be easier to fit to the time period) - or, indeed, make it a home business.
Suggestion: Keep this business small, and if you don't have B & H, you CAN do a Retail instead, but again, keep it small, because a retail store is HARD to make money with from my experience!
NPCs such as maids and butlers are now unlocked and can be used at your discretion
Optional: Move in a sim of your choice to be your servant and build them a servants’ quarters on your lot.
Tips for making money with Flowers: once you get to level 7, you will start seeing Masterpieces. Sell these on a table for 300% markup, and you'll be rich. Also: "scenting" your flower arrangements with bluebell means that the flowers won't decay and you can sell them at your leisure.
As soon as all of your goals are complete, AND your chosen heir is a Young Adult, the generation ends.
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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