Rules: Act II

Act II / Alternate Goal: Colonization!

Don't try to go home. Stay here, and work to establish the first Sim colony on this newly-discovered planet!

These rules are part of the "Crash Site Colony" challenge. If you haven't already, please read Rules: Starting Out and Rules: Act I before continuing.

Colonization: Establishing a settlement

A settlement needs homes, businesses, and community lots in order to establish a thriving economy. Unfortunately at first, with the exception of the crashed spaceship, electricity and running water are luxuries that are not yet available on this planet.
  • Before a proper settlement can be established, a water source must be found. Then, homes can be built with sinks and bathtubs (pretending the settlers are using water they collected and carried home themselves). Toilets must be designed in an "outhouse" style for now. Grills/BBQs and grill-like stoves may be used, along with the "old-timey" style refrigerators. Because there is no electricity yet, homes cannot have any other appliances or electronics, and no electric lights. (You must use candles or oil lamps for now.)
  • One settler will be elected as Mayor. (This will often be the Captain, but doesn't have to be.) His/her first order of business is to establish a Proper Infrastructure, and to achieve this he/she must become Best Friends with another settler with max Handiness. This will enable electricity and running water in the settlement, which will allow for showers, proper sinks, indoor toilets, light sources, stoves, other appliances, etc.
  • Very basic (i.e., cheap) Computers are unlocked after electricity is enabled and 1-2 settlers have reached max in Handiness, Logic, and Programming between them. Many computer functions cannot be used, however, until Internet Services are establishedAllowed functions are those pertaining to skilling up Programming, Writing, or VideoGaming. No "Order..." until Town Services are unlocked. Unlocking Internet Services will also enable the use of TVs and radios, as the Internet Services taps into the satellite link of the crashed spaceship to receive broadcasts from nearby worlds.
  • The crash site, with its solar panels and other technology that enable electricity, running water, and full computer usage, can be made into a Community Lot/Venue once all of the original crewmates have moved out.
  • Other community lots/businesses/venues may either be bought by settlers, or obtained "free" with the "free community lots" perk, after electricity and running water have been unlocked. The "free community lots" perk is granted by the Mayor completing the "Business and Commerce" goal (see below).

Earning money: 

For building homes initially, the crew is allowed to remove/reuse parts of the spaceship to furnish their new shelters. (Either sell, place in inventory, or use the "Packing Crates" mod, http://www.modthesims.info/download.php?t=557383 by scumbumbo.) All furnishings and fixtures will likely be very cheap, hand-crafted, rustic, and/or salvaged, and ideally your design will reflect that!

The settlers will likely need to keep up their agricultural efforts, although at this point a rudimentary "bartering" system could be established, if you have (for instance) a Gardening sim and a Painting sim -- the "in-story" justification being that the Painter has traded some artwork to the Gardener in exchange for produce (when in reality, the Painter simply sells the artwork in-game and buys food, and the Gardener sells his harvest in-game and buys artwork).

Of course, once Businesses and Careers are available, there will be little-to-no need for such "in-story" justifications. Sell and spend to your heart's content.


The Mayor:

The original "Build-a-City" rules were written for TS2, and so the Founder's career was based on the Politics career in that game. Since TS4 does not have this built-in career (although the Business career may be a good substitute), the Mayor may choose any or no career as long as the requirements to unlock that career have been met. However, as Mayor, there are a few things you should hope to accomplish to help the new settlement advance:
  1. Proper Infrastructure: The Mayor must become Best Friends with another settler who has max Handiness. This unlocks "electricity" and "running water" (see above) for the town, and allows the construction of Businesses and Community Lots/Venues.
  2. Business and Commerce: The Mayor must achieve level 7 Charisma skill and become Best Friends with a settler who owns a business, and either the Mayor or the business-owning friend must have the "Business Savvy" trait (from a Fortune aspiration). This unlocks the "free community lots" perk (see below).
  3. Build City Hall: The Mayor must achieve level 7 Logic skill and be at least Acquaintances with every Sim in the neighborhood. All proper Careers are now able to be unlocked, once any other requirements are met! In addition, now that proper civil service is established, all households are expected to start paying taxes in order to continue development of the fledgling colony; use the cheat "households.autopay_bills false" to re-enable bills, if needed.
  4. Immigration: The Mayor must max Charisma skill, and Internet Services must have been unlocked in order enable far-reaching communications (see the "Civil Services/Public Works section below). Congratulations, new settlers will start moving into your town (i.e., you may create new Sims in CAS), as per the "Increasing Population" guidelines below.

Increasing Population:

Every community lot placed in the town generates interest from Sims (and *other* friendly intelligent life-forms) in the surrounding galaxy, ensuring them that the town is a safe place to settle. You earn 1 Sim (or alien) household per community lot (no matter whether that lot is Sim-owned or a free community lot) once the "Immigration" goal has been met by the Mayor.

With the "Immigration" goal met, your colonists can also use their Charisma skill to persuade people to join the colony. You may add one household for every settler who has reached max Charisma (after the Mayor). 

Businesses and Venues:

Businesses and Community Lots/Venues require Proper Infrastructure before they can be built. Both of these lot types are lumped together for counting as "community lots". These lots can either be owned by individual Sims (as a business or a venue), or owned by the town itself: a "free community lot". One "free community lot" is earned for every 5 households once the Mayor has completed the "Business and Commerce" goal.

In addition, certain types of businesses and community lots must be built before certain careers can be unlocked, but these establishments have their own requirements to be built:

The following can either be Sim-owned or community lots. You may also combine two or more of these into the same lot if it fits your storyline, as long as you still meet the requirements. (For instance, a bar + restaurant would require 1 settler with level 7 Mixology AND another settler with level 7 Cooking, but this would satisfy Career-unlocking requirements that require a Bar and those that require a Restaurant.)
  • Bar: 1 settler with level 7 Mixology 
  • Restaurant: 1 settler with level 7 Cooking 
  • Comedy Club: 1 settler with level 7 Comedy 
  • Nightclub/Lounge: 1 settler with level 7 Mixology + 1 settler with level 7 Guitar or Piano or Comedy 
  • Concert Hall: 2 settlers, each with level 7 Guitar or Piano or Violin (must be 2 different ones) 
  • Gym: 1 settler with level 7 Fitness 
  • Art Gallery: 1 settler with level 7 Painting or Photography 
  • Arcade: 1 settler with level 7 VideoGaming 
  • Library or Bookstore: 1 settler with level 7 Writing 
  • Museum: 1 settler with at least 20 collectables at time of building, with at least 10 being donated to the Museum. 
  • City Park: 1 settler with level 7 Gardening 
  • Fishing Lodge or Aquarium: 1 settler with level 7 Fishing 
Recommended mod: "Faster Retail Actions" http://simsicalcreations.blogspot.c...il-actions.html

Civil Services/Public Works:

These are additional requirements for unlocking certain careers. These do not physically have to be built, but the requirements must be met for unlocking. Note that Schools must be unlocked before kids and teens can go to school, therefore I recommend the following mods so your kids don't get taken away:
"No Losing Kids to Bad Grades" http://www.modthesims.info/download.php?t=544152
"No Grade or HighSchool from the start" http://modthesims.info/download.php?t=548957
  • City Hall 
    • Requirements: 
      • The Mayor has completed the "Build City Hall" goal. 
    • Unlocks: 
      • Bills for all households. 
      • All proper Careers, once other individual requirements are met. 
  • Orphanage 
    • Requirements: 
      • City Hall has been built 
      • a Sim baby has been taken away by Social Services due to neglect 
    • Unlocks: 
      • "Adopt Baby" action 
  • Grade School 
    • Requirements: 
      • at least 1 sim child in the settlement 
      • 1 settler with max Logic and max Writing (the teacher) 
    • Unlocks: 
      • Sim children can now go to school 
      • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I) 
  • High School 
    • Requirements: 
      • at least 1 sim teen in the settlement 
      • 1 settler with max Logic and max Writing (the teacher) 
      • 1 settler with max Fitness (coach) 
    • Unlocks: 
      • Sim teens can now go to school 
      • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I) 
  • Sports Arena 
    • Requirements: 
      • City Hall has been built 
      • High School has been built 
    • Unlocks: 
      • Athlete - Pro Athlete career 
      • The new Sports Arena draws lots of good publicity for your colony: 
        • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I) 
        • you may add 1 new free community lot 
  • Hospital 
    • Requirements: 
      • 10 settlers have gotten sick, or
      • 2 settlers have died, or
      • 4 settlers have birthed babies at home 
    • Unlocks: 
      • Medical career 
      • "Have Baby in Hospital" action 
      • "Order Medicine" action 
      • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I) 
  • Police Station 
    • Requirements: 
      • 10 settlers have gotten in a fight, or
      • 2 settlers have died of unnatural causes, or
      • Black Market has been built 
      • City Hall has been built. 
    • Unlocks: 
      • Detective career 
      • Astronaut - Space Ranger career (also requires Science Center) 
      • you may add 1 new CAS family (DOES NOT require Immigration milestone, but does require Repaired Communications module from Act I) 
  • Science Center 
    • Requirements: 
      • 1 settler with max Logic and max Handiness 
      • City Hall has been built 
      • High School has been built 
    • Unlocks: 
      • Scientist career 
      • Astronaut - Space Ranger career (also requires Police Station) 
      • Astronaut - Interstellar Smuggler career (also requires Black Market) 
      • Secret Agent - Diamond Agent career (also requires Internet Services + a community lot -- see description under "Careers") 
      • Secret Agent - Villain career (also requires Internet Services + Black Market) 
  • Internet Services Provider 
    • Requirements: 
      • 1-2 settlers with max in Handiness, Logic, and Programming between them 
      • the "Repair the Communications modules" goal from Act I must have been completed 
      • City Hall has been built 
      • High School has been built 
    • Unlocks: 
      • many Computer actions (such as Computer - Web) 
      • Cell Phone usage 
      • Criminal - Oracle career 
      • Business - Investor career (also requires at least 1 business lot) 
      • Secret Agent - Diamond Agent career (also requires Science Center + a community lot -- see description under "Careers") 
      • Secret Agent - Villain career (also requires Science Center + Black Market) 
      • Tech Guru - Start-up career (also requires Business career to be unlocked) 
  • Black Market 
    • Requirements: 
      • 1-2 settlers with max Fitness, Handiness, and Mischief between them 
      • City Hall has been built 
    • Unlocks: 
      • Criminal - Boss career 
      • Astronaut - Interstellar Smuggler career (also requires Science Center) 
      • Secret Agent - Villain career (also requires Science Center + Internet Services) 

Town Services:

All services are locked at the start, and are unlocked as follows:
  • Adoption Service: needs Orphanage 
  • Pizza Delivery: needs Restaurant community/business lot 
  • Maid: at least 10 separate households have been added to the settlement


Careers:

All careers are locked to start with, and may be unlocked only after the Mayor has built City Hall. Having a Sim work in a particular career logically requires a place of business at which they work in said career; therefore, unlocking most careers is very closely tied to the construction of various community lots and/or Public Works. In addition, it will require a special, dedicated type of Sim to "pave the way" for future Sims to follow in their footsteps; therefore, the first Sim in each career must also have a certain set of Traits and/or complete a certain Aspiration, in order to fully "unlock" the career permanently. The careers are unlocked as follows:

  • Astronaut: 
    • Space Ranger: requires Science Center + Police Station. To permanently unlock this career for everyone, the first sim in this career must have the traits Active + Genius, or must complete the Nerd Brain aspiration. 
    • Interstellar Smuggler: requires Science Center + Black Market. To permanently unlock this career for everyone, the first sim in this career must have the traits Active + Genius, or must complete the Nerd Brain or Chief of Mischief aspiration. 
  • Athlete: 
    • Bodybuilder: requires a Gym. To permanently unlock this career for everyone, the first sim in this career must complete the Bodybuilder aspiration. 
    • Pro Athlete: requires Sports Arena. To permanently unlock this career for everyone, the first sim in this career must have the traits Active + Bro. 
  • Business: 
    • Investor: requires at least 1 business/community lot + Internet Services. To permanently unlock this career for everyone, the first sim in this career must have the traits Ambitious + Self-Assured, or must complete the Fabulously Wealthy aspiration. 
    • Management: requires any 3 business/community lots. To permanently unlock this career for everyone, the first sim in this career must have the traits Ambitious + Self-Assured, or must complete the Fabulously Wealthy aspiration. 
  • Criminal: 
    • Boss: requires Black Market. To permanently unlock this career for everyone, the first sim in this career must complete the Public Enemy or Chief of Mischief aspiration 
    • Oracle: requires Internet Services. To permanently unlock this career for everyone, the first sim in this career must complete the Public Enemy, Chief of Mischief, or Computer Whiz aspiration. 
  • Culinary: 
    • Chef: requires a Restaurant lot. To permanently unlock this career for everyone, the first sim in this career must complete the Master Chef aspiration. 
    • Mixologist: requires a Bar or Nightclub lot. To permanently unlock this career for everyone, the first sim in this career must complete the Master Mixologist aspiration. 
  • Detective: 
    • requires Police Station. To permanently unlock this career for everyone, the first sim in this career must have the traits Ambitious + either Good or Evil, or must complete either Friend of the World or Chief of Mischief aspiration. 
  • Doctor: 
    • requires Hospital. To permanently unlock this career for everyone, the first sim in this career must have the traits Genius + Neat, and CANNOT have any of the following traits: Goofball, Hot-headed, Clumsy, Glutton, Insane, Lazy, Squeamish, Evil, Hates Children, Mean. 
  • Entertainer: 
    • Comedian: requires a Comedy Club or Nightclub. To permanently unlock this career for everyone, the first sim in this career must complete the Joke Star aspiration. 
    • Musician: requires a Nightclub or Concert Hall. To permanently unlock this career for everyone, the first sim in this career must complete the Musical Genius aspiration. 
  • Painter: 
    • Master: requires an Art Gallery. To permanently unlock this career for everyone, the first sim in this career must complete the Painter Extraordinaire aspiration. 
    • Patron: requires an Art Gallery or Museum. To permanently unlock this career for everyone, the first sim in this career must have the trait Art Lover and either Snob or Materialistic, or must complete either the Mansion Baron or Party Animal aspiration. 
  • Scientist: 
    • requires Science Center. To permanently unlock this career for everyone, the first sim in this career must have either of the traits Geek or Genius, and must complete either the Nerd Brain or Curator aspiration. 
  • Secret Agent: 
    • Diamond Agent: requires Science Center + Internet + one of: Nightclub, Art Gallery, Museum, Concert Hall. To permanently unlock this career for everyone, the first sim in this career must complete either the Friend of the World or Serial Romantic aspiration. 
    • Villain: requires Science Center + Internet + Black Market. To permanently unlock this career for everyone, the first sim in this career must complete the Chief of Mischief aspiration. 
  • Tech Guru: 
    • Gamer: requires an Arcade. To permanently unlock this career for everyone, the first sim in this career must have the traits Geek + Childish, or must complete the Computer Whiz aspiration. 
    • Start-up: requires Internet Services + Business career must be unlocked. To permanently unlock this career for everyone, the first sim in this career must complete either the Computer Whiz or the Fabulously Wealthy aspiration. 
  • Writer: 
    • Author: requires a Bookstore or Library or School or High School. To permanently unlock this career for everyone, the first sim in this career must complete Bestselling Author aspiration. 
    • Journalist: requires City Hall + any TWO of the following "news-worthy events" to have happened within the last Sim-week. To permanently unlock this career for everyone, the first sim in this career must have the traits Outgoing + Bookworm.
      • 2 settlers have died unnaturally (i.e., not of old age) 
      • 2 fires have happened 
      • 10 fights have happened 
      • 10 settlers have become sick 
      • a new business or community lot has opened 
      • a new Public Works has been unlocked 
      • a new Mayorial goal has been achieved 
      • a settler has reached the top of his/her career 
      • 2 "paranormal" sightings (ghosts or aliens)

GOALS for Act II: Survive and thrive!

I haven't thought of any scoring system, but the goals would be to survive, and grow the colony as much as possible; this means increasing population, establishing an economy and system of government (civil services), and unlocking all the Career options.

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