Sims 3 Legacy Challenge
Before you create your Legacy Founder, you must first create the Trait List. Choose the Legacy and Black Sheep Traits - as much as possible, they should be opposites (examples: Legacy trait: Artistic, Black Sheep trait: Can't Stand Art; Legacy trait: Workaholic, Black Sheep trait: Couch Potato). Then choose four more "Good" traits and four more "Bad" ones (keeping in mind that these are subjective: if you're going for an Evil family, "Good" would be your Black Sheep trait, and things related to helping others and doing good deeds would be bad). For your list, you should have 14 spaces for your 10 traits and the extra spaces should be filled with repeats of your main two traits.
Example:
- Can't Stand Art
- Absent-Minded
- Artistic
- Family-Oriented
- Can't Stand Art
- Perfectionist
- Friendly
- Inappropriate
- Artistic
- Photographer's Eye
- Snob
- Can't Stand Art
- Unlucky
- Artistic
This is what you roll on when creating new family members. With the exception of your Legacy Founder and any infants born to the family, all traits assigned must be RANDOMLY CHOSEN FROM THE CHART (though obviously if you get a trait that conflicts, you roll again). Once someone has either the Main Legacy trait or the Black Sheep trait, they can never have the other, even if they don't conflict (for example: your Legacy trait is "Genius" and so you choose "Insane" to be the Black Sheep trait; the game will allow Insane Geniuses, but you cannot have one in the family if you have them set up this way. However, if "Genius" and "Insane" are NOT the two main traits, they *can* be taken together).
Everyone in the family MUST have at least one negative trait, except the Legacy Founder. Your Legacy Founder should have NONE of the negative traits (and thus will have all five of the "Good" ones), because they are the standard that the rest of the family will try and, of course, fail to live up to. When a baby is born, if you are allowed to choose both traits, you may choose one from the list to assign to the infant, but the second one must be randomly picked from the trait list. If most of the traits you have for your family aren't available to infants, you can choose one trait from the non-Legacy-family spouse to assign instead, and the other will be random from the list.
Exception: the Lucky trait. Only one living Sim on the lot may have the Lucky trait at a time (with the exception being spouses/adopted children who happen to have it already). When there are no Lucky Sims living on the lot, then and only then can you assign the Lucky trait to someone else (so if you have the situation where there were two Lucky Sims because of a moved-in spouse, both the spouse and the original family member must die or leave the lot before the Lucky trait can be assigned to someone else). This does mean that "Lucky" CANNOT be the Legacy Trait. However, there is no restriction on Unlucky.
Create your Legacy Founder. You can only create this one Sim for now (though if you want them to have a pet to start, you can create the pet as well). Move them into an existing house on an existing lot in whatever neighborhood you like.
Keep in mind: once someone has been assigned a Lifetime Wish, they CANNOT change it. They must pursue the Lifetime Wish assigned to them, so choose carefully for your Founder!
Gameplay
Play the game as normal with the following restrictions:
- The following Lifetime Rewards CANNOT be taken:
- Rebel Influence
- Jock Influence
- Nerd Influence
- Change Lifetime Wish
- Anything that deals with motives (Dirt Defiant/Hardly Hungry/etc.)
- No Bills Ever
- Fireproof Household
- As much as possible, Sims should only be controlled when interacting with their spouse and children. Interactions with aunts/uncles/cousins/siblings/grandparents should be left up to the Sim's free will. Exceptions: while they're still living, the Legacy Founder can always be controlled by the player in any/all interactions. Also, anyone with the "Family-Oriented" trait can be controlled in any/all interactions with their spouse and any blood relatives (not the in-laws).
- You can also appoint temporary "babysitters" for infants & toddlers. For example, there's a toddler on the lot, and both parents have to go to work. They ask Grandma to "babysit", and so, until one of the parents returns, the toddler's grandmother may be controlled in interactions dealing with the toddler, including teaching them to walk, talk, etc. Once a parent is back on the lot, they should resume caring for their own child, and Grandma's interactions with the toddler should revert to whatever random desires that Sim comes up with on her own.
- Once you promise a wish to a Sim, YOU MUST DO EVERYTHING POSSIBLE TO FULFILL IT. Wishes CANNOT be canceled unless they somehow become actually impossible to fulfill (interacting with a dead person, for example).
- Try to spread the jobs/lifetime wishes around. Within the "Artistic" trait, for example, you can have painters, writers, musicians, sculptors...even a Dynamic DNA profiler! Don't just have everyone be painters. Only one "Renaissance Sim" on the lot at a time though, please (similar to the Lucky trait).
- If you have a self-employed Sim, they and they alone can sell the fruits of their labors, and only if they are registered at City Hall as self-employed. If a child paints a picture, for example, it must be hung on the wall, given to a friend, or put into the family inventory. It cannot be sold until that child becomes a self-employed painter. If there is another self-employed painter in the family, they cannot sell another family member's work UNLESS they have a trait that would allow something like that (Evil (for stealing someone else's property to make a profit off of it), Inappropriate, etc.). Once the person dies, their possessions can be sold off from the family inventory (estate sale!).
- If you adopt children, you should keep any traits they come with but add ones from the chart randomly thereafter. If you have University and either send a Sim to college and/or have them build up influence with a social group, you should take the suggested random traits that the game suggests when it opens up a new trait slot.
- From each generation, choose ONE CHILD to be the Heir. (Obviously if there's only one child, this becomes an easy task.) As the non-Heir children become Young Adults, they should be moved out of the house. The Heir will stay to inherit, and will raise their own child/children in the same house.
- It's up to you whether or not you want to keep the graves of dead family members (and therefore their ghosts) around on the lot. If you decide not to keep them on the lot, they must be grouped together in a set location in the local graveyard. Regardless, No Resurrection of Dead Sims. Once they're dead, they're gone.
- And the big one: if you ever reach $100,000 (in Live mode), you must immediately set the family funds to $0 (testingcheatsenabled true --> familyfunds "Familysurname" 0). You can come up with whatever excuse you want: stock market crash, bad investments, someone has a gambling/drinking problem. Money can be spent on improving the lot, home, and furnishings in order to keep you from hitting the dreaded $100,000 limit. Also, becoming a partner/buying property around town (though this is going to earn you money, too, so be careful!). If you are selling things back in order to remodel, and thus hit $100,000 while in Build/Buy mode, that doesn't count, so long as you're below the $100,000 limit when you return to Live mode. So the family can be WORTH more than $100,000 due to the state of their lot, but they can't ever have $100,000 in the bank. The resetting to $0 will happen Every Single Time your family hits $100,000.
For those wishing to "score" the challenge: When the third generation has entirely died off (that is, the Founder & their spouse, all of their children and those children's spouses, and their grandchildren & grandchildren's spouses), it is time to stop and count up the score. Note that you only have to worry about Sims living on the lot; you don't have to go around town to find out if the other children of the Founder have died, etc.
- Every Lifetime Wish fulfilled is +100 points (including those of still living Sims)
- Every LTW that went unfulfilled before the Sim died are -100 points
- Every skill maxed out (on Sims living or dead) is +20 points
- Every simoleon currently in the bank is +1 point
- Every time you had to reset to 0 because of hitting the 100k limit is worth -50 points
- Every Sim (living or dead) with the Main Legacy trait is worth +10 points
- Every Black Sheep Sim (living or dead) is worth -10 points