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Hard Mode Decades Challenge – The 1960s

By: IllusoryThrall
January 6, 2022

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

1960s – Civil Rights, Sexual Revolution, and Counterculture 

All rules from 1950s still stand with the following changes:

  • War Part 1: Males: All males from the age of 18 to the age of 26 must register for the draft. (This includes Young Adults from YA + 0 days to YA + 56 days.) Rolling for war is done by anyone related or married into the bloodline. Random townies are not included!! This includes the husbands of the daughters in your family and their male children (even if they are no longer your primary household).
    • Males: All male Sims who meet the above criteria (or who become a Young Adult during this entire decade. The actual length of the war was longer than this (history says it was 19 years long): it started before 1960 (1955), and US involvement didn’t end until 1973. I averaged all this out and just had the whole decade of the 60’s be affected by this war.) must EACH roll to see if they go to war for two years (or until the war ends). Exceptions: If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
      • If you have StrangerVille, all males who are drafted are required to take the Military (Officer) career during active duty. If you do NOT have StrangerVille, have the sim quit their job, move the sim out for their deployment to a designated military lot. They are free to get a new job after the war. (These sims are not played during the war except for while on leave.)
      • Final note: there are soldiers who chose to sign up for another tour of duty after the first two years in Vietnam. I will not make you roll for this, just be aware it was a thing.
Vietnam War Rolls for MalesSun. 1960 – Dec. 1969
The Draft:
On Saturday of 1941, all eligible males who are 18-26 (YA and YA +56) must roll an eight-side die:
(results at right)
Male teens turning Young Adult during the war DO roll for the draft on their 18th birthday.
Exemptions from draft:
If the male is the only caretaker of children under the teen age (if the spouse had already died), or if the male in question had already rolled for the Erratic trait.
1-2 = Your sim was drafted for the war, see below for more rolls.
3-5 = Your sim was not drafted, but decided to volunteer anyway.
6 = Your sim manages to dodge the draft when their number is called by faking an injury. They are safe, but now must trade one trait for Paranoid.
7-8 = Your Sim’s number never gets called. They are safe and sound at home for the war.
Tour of Duty:
(For those drafted at the beginning of the war)
Sun. 1960: 8 AM – Sat. 1961: 8 am
Tour of Duty:
(For those drafted at their 18th birthday)
Two years from the time they were drafted – or two full weeks of sim time. They also do NOT have to roll for the cult/counterculture roll described below.
For EACH Tour of Duty:
(You CAN have your soldiers choose to go back for another Tour of Duty after thier first.)
1-2 = Your sim did not survive, kill them off with MCCC
3-4 = Your Sim was injured during the deployment, and must roll when they get home, and cannot sign up for another Tour of Duty.
5-10 = Your sim survived, and can sign up for another two-year Tour of Duty if they so desire.
For any male injured in the war, roll a 8 sided die TWICE and replace TWO of their traits:
(results at right)
For any male who survives the war to return home, they must roll an 8 sided die ONCE and replace one of their traits:
(results at right)
1 = Gloomy
2 = Hot-Headed
3 = Clumsy
4 = Erratic
5 = Lazy
6 = Mean
7 = Paranoid
8 = Noncommittal
  • War Part 2 (Females):
    • Unmarried Females: All unmarried, eligible females (without the Erratic trait) must roll a 10 sided die at the beginning of the war (any Teens coming “of age” during the war must roll BEFORE they do their coming-of-age rolls to see their fate, as well). Those who roll to become nurses are also moved out to the military lots with the men, but do not come home again until the end of the war.
    • Married Females: must also do a roll at the beginning of the war. Many of these women got jobs in the states to help out the men overseas.
Vietnam War Rolls for FemalesSun. 1960 – Dec. 1969
Unmarried females (without the Erratic trait) from the ages of 18 – 26 (YA and YA + 56) must roll a 10 sided die on Sunday 1960 to find out how the war affects them.
Female teens turning Young Adult during the war DO roll for the war on their 18th birthday if it is before the end of 1969.
(results below)
Married females without children, (or with a teen or family member who can watch the children) also make a roll with an 8 sided die if they are between the ages of 18 – 26 (YA and YA + 56) on Sunday 1960 to find out how the war affects their life.
(results below)
1 = Your sim signs up for the Nursing Corps, and becomes a full-fledged nurse. (See below)
2-3 = Your sim volunteers to become an aide nurse in the war.
(also see below)
4-6 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after.
7-10 = Life continues uninterrupted (as much as it can).
1-3 = Your sim gets a job stateside to help out the men overseas. Have them get both the Manual Labor and the Babysitting part-time jobs for the duration of the war, and quit them after.
4-8 = Life continues as “normal”
For Full-Fledged Nurses:
If you have the Get to Work pack, your sim takes the doctor career and moves out to the military lot for the duration of the war. They are allowed leave, but cannot come home during the war.
When they leave home, roll a twenty sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas, AND can keep their “Doctor” career when they return home.
(see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows:
1 = Gloomy
2 = Hot-Headed
3 = Clumsy
4 = Erratic
5 = Lazy
6 = Mean
7 = Paranoid
8 = Noncommittal
For aide nurses, these sims just move out to the military lot without the benefit of getting the Nurse job. As they are leaving home, roll a 20 sided die. If they roll a 1 = they die from overwork and sickness, and don’t come home. Any other roll continues with their work overseas.
(see at right for war results)
After the war, they must roll an eight sided die and replace one of their traits as follows:
1 = Gloomy
2 = Hot-Headed
3 = Clumsy
4 = Erratic
5 = Lazy
6 = Mean
7 = Paranoid
8 = Noncommittal
  • Cults: Counter-culture surged starting in the 60s. If a male sim of your bloodline rolls to be single on their coming of age rolls, and manages to avoid the draft, they then roll to see if they start a “cult” (club), then to see which cult they are in. Also, if a female sim rolls avoids being a nurse AND rolls to be single during their coming-of-age rolls, they roll to see if they join a cult, and which cult they’re in, but cannot LEAD a cult.
    • Roll a six sided die: odds start (or join) a cult, evens are exempt.
    • Then roll the die again to see what cult they make. If that cult is already made, have them join the cult they rolled for.
    • Change your MCCC Club settings to monitor: enabled, open members: 3. (All other settings can remain at default. This will mean townies will fill up the clubs, and your played households will be bypassed. This does not mean you can’t have a sim choose to join a club – that’s up to you!) 
    • At the end of the decade, you can leave the MCCC settings the same, or remove them, but make sure each of the six clubs is disbanded.
    • For each “cult” created (up to the six listed below), make a club with the requirement of the trait associated with the listed club. Add appropriate activities and a hangout. (Set each club as “open” invitation.) You can also use MCCC to add enough cult points to the leader to customize the club as you wish, and most importantly, open up the last slots for membership.
      • Roll a 1: ‘Friends of Fortune’ cult is a money making scheme. Change one of their traits to Kleptomaniac. Each week add $1000 to your leader’s household funds. At the end of the generation, your cult will realize their leader is a fraud and resign. There will be no proof, so your leader won’t go to jail!
      • Roll a 2: ‘Dragon Empire’ cult is a way for your Sim to have power over others. Change one of their traits to Evil. Each week you will add $1000 to your leader’s household funds and each week you will sacrifice a townie Sim. At the end of the generation the cult will turn on your sim and your leader will be sacrificed! 
      • Roll a 3: ‘Brother Nature’ cult is a way to enjoy nature while connecting with others. Change one of their traits to Vegetarian or Loves Outdoors. This Sim will be moved out into a lot with the other cult members. Either continue to play them (rotational play) or you can just move them out and continue playing the main household. At the end of the generation, the Sim returns home.
      • Roll a 4: ‘Woohoo Womb’ cult is a way for the leader to woohoo many people. Free love! Add the ‘player trait’ to all of the Sims in the cult and allow them all to flirt/kiss/woohoo with each other. No money is gained, but maybe some babies will! The cult will end at the end of the generation due to disease scares. This club will, obviously, work better if four or less males join and the rest are females.
      • Roll a 5: ‘Grilled Cheezus’ cult is a way to worship all things grilled cheese. The Sim will eat only grilled cheese. Change one of their traits to foodie or glutton (whichever fits that particular sim best). Subtract $1000 per week from household funds for your Sims cheese addiction. At the end of the generation your sim will be sick of grilled cheese.
      • Roll a 6: “Anarchy Echo” cult is a way for your deranged sim to act out their terrible deeds. Change one of their traits to Erratic. Subtract 1000 per week from household funds for fines that your destructive sim collects. At the end of the generation the Sim will be killed.
  • Relationships/WooHooing:
    • Sims may now marry other ethnicities/races.
    • Sims may have same-sex relationships, but they cannot marry.
    • Sims no longer have to Try for a Baby every time! Birth control means they can simply WooHoo.
    • Teens can Mess Around before marriage.
    • The stigma of pregnancy out of marriage had changed significantly enough to allow these MCCC Pregnancy Settings changes:
      • Allow affairs percentage: 20
      • Limit by relationship: All
      • Auto-marry percentage: 50
  • Home/Building:
    • You may have fancier sofas, beds, chairs, tables, and stairs.
    • Tea and Coffee Brewers are allowed.
    • Yoga/meditation items and incense are allowed. (Spas, however, were not yet a thing)
    • Lava lamps became popular in the late 1960s.
    • Spooky music and Japanese Folk Music are now allowed.
    • Action and Comedy TV channels are allowed.
    • Space heaters, kotatsu tables, and in-home hot springs are allowed.
  • Education:
    • The Vietnam War was Late Fall 1955 to Early Spring 1975. Significant US involvement was Late Winter 1960 to Late Winter 1973. College students could be deferred from getting drafted as long as they didn’t drop out or graduate.
    • If your Sim is drafted and wants to attend university, they may do so after they have served active duty for a minimum 8 Sim Days.
    • Sims can now major in any subject at university.
    • Student loans are now available to students.
  • Career:
    • Permitted careers for Sims:
      • Actor
      • Astronaut (Space Ranger) – males only – requires a university degree
      • Athlete (either branch)
      • Business (Management)
      • Business (Investor) – males only
      • Civil Designer (Civic Planner) – requires a university degree
      • Conservationist (either branch)
      • Criminal (Boss)
      • Critic (either branch)
      • Culinary (either branch)
      • Detective – males only
      • Doctor – requires a university degree
      • Education (either branch) – requires a university degree
      • Engineer (Mechanical) – requires a university degree
      • Entertainer (either branch)
      • Freelancer (Fashion Photographer, Programmer, Writer)
      • Gardener (either branch)
      • Interior Decorator
      • Law (either branch) – requires a university degree
      • Military (Officer)
      • Military (Covert Operator) – males only
      • Painter (either branch)
      • Politics (Charity Organizer)
      • Politics (Politician) – males only
      • Scientist – males only – requires a university degree
      • Secret Agent (either branch)
      • Veterinarian – requires a university degree
      • Writing (either branch)
    • Permitted part-time work for any Sims:
      • Babysitter
      • Diver
      • Fast Food Employee
      • Fisherman
      • Lifeguard
      • Manual Laborer
      • Retail Employee
    • Women can take maternity leave in the third trimester and after the baby is born, but are no longer required to quit their jobs.
  • Financial:
    • Korean War veterans can receive a pension of §250 per veteran (money cheat).
  • Miscellaneous:
    • You can now open bars up for female and singles night in MCCC. (Under MC Population)
    • Sulani is now open for settling and visiting!
    • With significant advances in science, you can now interact with dolphins and study robotics.
    • Sunscreen, snorkeling, and float loungers are now allowed.
    • Bowling Alleys became popular in this era, think about upgrading one of your community lots to add this activity.
    • Western Line-dancing became a thing about this time, so you can “cowpoke dance” if you wish.

Main Rules | Roll Reference
1890s | 1900s | 1910s | 1920s | 1930s | 1940s | 1950s
1960s | 1970s | 1980s | 1990s | 2000s | 2010s | 2020s

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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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