Rules Summary

This is a summary of the rules of the "Crash Site Colony" challenge. It is recommended that you first read through the full rules, and use this version as a reference guide while playing.



Starting Out / Building the Crash Site

Allowances:


  • you may use money cheats / freerealestate to build your spaceship/crash site
  • one bedroom per crew member, containing
    • a single bed
    • a small dresser/nightstand (optional)
    • a desk & chair (optional)
    • some shelves (optional)
  • one bathroom per every four (4) crew members, containing
    • one toilet
    • one sink
    • one shower
    • optional - you may split the toilet/sink and shower into separate rooms
  • one common room / mess hall / galley, containing:
    • one or more dining tables and enough chairs to seat the entire crew
    • a food storage unit (refrigerator)
    • one or more food preparation units (stove, microwave, coffee maker, tea brewer)
    • a waste disposal unit (the NanoCan Touchless trash can)
  • optional - you may have a separate "lounge" area, or include the following items in the common room area:
    • a bookcase
    • additional seating (sofas/loveseats)
    • small skill-building a recreational items, including:
      • chessboard
      • guitar
      • easel
      • playing cards
      • notebooks
      • radio
  • a "control room" (aka, the bridge / flight deck), containing:
    • one or two desks with non-usable computers
      • make them non-usable by breaking them, not having a chair at the desk, or via a no-autonomy mod
  • an engine room, containing:
    • a workbench
    • a rocket kit
  • a gym, with up to two pieces of workout equipment
  • a laboratory, containing:
    • a microscope
    • optional - bookcases, desks, shelves, counters, tables (to make it look like a lab)
    • one large (square) garden planter per every two (2) sims
  • you may purchase the following items at the start (you may temporarily use the computer to do so):
    • one seed packet per every three (3) sims
    • 2 skill books (lowest level), plus one for every three (3) sims
    • one medicine for each crewmate
  • after building, moving in, and purchasing the above items, you may disable bills (households.autopay_bills true)


Restrictions:


  • no double beds
  • no other computers/tablets or TVs (these may be placed, as long as you have mods to prevent autonomous use)
  • no tubs, hot tubs, pools, or fountains
  • no services (including "Order...")
  • no townies / unplayed households
  • no businesses or venues
  • no careers
  • after building, moving in, and purchasing the above items, you must set household funds to $0 (money 0).



Act I: Survival and Repairs

Allowances:


  • allowed sources of income include:
    • the NanoCan Touchless trashcan
    • gardening
    • fishing
    • collecting:
      • harvesting / produce
      • minerals, metals, crystals
      • insects and frogs
      • NOT allowed to be sold: fossils and figurines
    • salvaged parts from repairs
      • note that some upgrade parts are needed to complete a goal

Restrictions:


  • disallowed sources of income include:
    • anything not explicitly mentioned above under "allowances" cannot be sold, including:
      • paintings
      • sculptures/woodworking products
      • books
      • photographs
      • microscope prints
      • song licensing
      • collectible fossils and figurines
      • etc.
    • however, you can and should hang on to any of these items, to sell/use after Act I is completed.

Goals:


  • Survive! Don't starve.
    • find a reliable source of water (either a fishing hole or another body of water)
    • reward: you are allowed to plant more crops in addition to the initial planter boxes
  • Repair the Communications module, part 1:
    • get one or more crew members to max-level Handiness and max-level Logic (this doesn't have to be on a single sim)
    • repair (if needed) and fully Upgrade at least one computer in the flight control room.
      • note that the upgrades will require parts salvaged from repairing other items
    • reward: the computer may be used ONLY for developing Programming skill
      • you may not use Programming or other actions that make money
      • you may not use any Web or Social actions
  • Repair the Communications module, part 2:
    • get a crew member to max-level Programming
    • reward: you may use Web or Social-based computer activities
    • reward: you may use TVs
  • Get home!
    • build and fully upgrade the Rocket Ship
      • the rocket ship kit may be bought/placed during the initial ship building stage
      • for an easier challenge, you may stop after three upgrades
      • you may "test" the rocket ship (by using it) before it is fully upgraded, but note that you run the risk of crashes and costly repairs
    • get one crew member to max-level Rocket Science
  • Once the Rocket Ship is Fully Upgraded, you may consider yourself to have "won" this part of the challenge!
    • you may move your crew into a new Neighborhood to begin "normal" Sim lives
      • you may sell any/everything of value from the crash site and divvy up the funds, along with any personal property or crafted items
      • or you may simply use a money cheat to get them started -- you're out of the challenge rules at this point. :)
  • You may choose, at any time before or after completing the Act I goals, to continue with Act II: Colonization.


Act II: Colonization

Progression, Settlers' Homes:

  • A water source must be found before homes can be built.
    • Initial homes may include the following:
      • sinks
      • bathtubs
      • "outhouse" style toilets
      • grills/BBQs and grill-like stoves
      • refrigerators (either the "old-timey" cabinet-like ones, or the super-high-tech, salvaged-from-the-spaceship ones)
      • candles or oil lamps for light
      • any furniture "scavenged" from the ship: divvy this up among the crew
    • Initially, homes may NOT include:
      • other appliances or electronics (including TV, radio, computer)
      • any plumbing not mentioned above (including showers, hot tubs, pools, fountains)
      • electric lights
  • After the Mayor has established a Proper Infrastructure, electricity and running water are unlocked.
    • Homes may now include:
      • showers
      • indoor toilets
      • electric lights
      • proper stoves and refrigerators
      • other appliances
      • small radios (the kind that would play digital music, not broadcast stations)
    • Homes may NOT yet include:
      • computers & TVs
    • Business and community lots/venues may be built
  • After electricity is enabled and 1-2 settlers have reached max-level Handiness, Logic, and Programming between them, home Computers may be used.
    • Allowed functions include those pertaining to skilling up Programing, Writing, or VideoGaming.
    • No "Order..." services until Town Services are unlocked.
    • No Web- or Social-based actions until Internet services are established.
  • After Internet Services are unlocked:
    • all Computer actions are available
    • TVs and radios may be used

Progression, Town and Mayor:

  1. Proper Infrastructure
    • become Best Friends with a max-Handiness colonist
    • unlocks "electricity" and "running water"
    • allows construction of Businesses and Venues
  2. Business and Commerce:
    • achieve level 7 Charisma
    • become Best Friends with a business owner
    • either the Mayor or the business owner must have the "Business Savvy" trait
    • unlocks "free community lots":
      • one free/town-owned business or venue may be placed for every 5 households
  3. Build City Hall
    • achieve level 7 Logic
    • become at least Acquaintances with every Sim in the neighborhood
    • unlocks Careers (each individual career may still have other goals/requirements for unlocking)
    • households must start paying taxes (households.autopay_bills false)
  4. Immigration:
    • achieve level 10 (max) Charisma
    • Internet Services must be unlocked
    • allows creation of new households in CAS, as per the "Increasing Population" guidelines:
      • you earn 1 Sim (or alien) household per community lot (whether settler-owned/business or town-owned/venue)
      • you earn 1 household for every settler (other than the Mayor) with max Charisma

Progression, Businesses and Venues:

  • require Proper Infrastructure to build
  • can be owned by individual Sims (i.e., business), or owned by the town itself (i.e., a venue)
  • one free/town-owned business or venue may be placed for every 5 households, once the Mayor has completed the "Business and Commerce" goal.
  • certain types of businesses and venues must be built to unlock certain careers; each of these, in turn, has its own requirements to be built:
    • these can be settler-owned or town-owned; you may also combine two or more of these into the same lot, as long as requirements are met
    • Bar - Mixology 7 on 1 sim
    • Restaurant - Cooking 7 or Gourmet Cooking 7 on 1 sim
    • Comedy Club - Comedy 7 on 1 sim
    • Nightclub/Lounge - Mixology 7 on 1 sim + Guitar/Piano/Comedy 7 on 1 sim
    • Concert Hall - Guitar/Piano/Violin 7 on 2 different sims; skills must be different
    • Gym - Fitness 7 on 1 sim
    • Art Gallery - Painting/Photography 7 on 1 sim
    • Arcade - VideoGaming 7 on 1 sim
    • Library/Bookstore - Writing 7 on 1 sim
    • City Park - Gardening 7 on 1 sim
    • Fishing Lodge/Aquarium - Fishing 7 on 1 sim
    • Museum - 1 settler with at least 20 collectables; at least 10 of these must be donated to build the museum

Progression, 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 for your kids/teens to attend, so you may want to use a mod to prevent bad grades & social workers
  • for goals that allow 1 new CAS family to be added (denoted ***), this does not require the Mayor to have completed the Immigration goal, but it does require a Repaired Communications Module from Act I.
  • City Hall:
    • Mayor must complete "City Hall" goal
    • unlocks bills and careers (other individual career requirements must still be met)
  • Orphanage:
    • requires City Hall, and a Sim baby or child must have been taken away due to neglect
    • unlocks "Adopt Baby" action
  • Grade School:
    • requires at least 1 child in the settlement, and 1 settler to teach (max Logic & Writing)
    • allows Sim children to go to school
    • you may add 1 new CAS family***
  • High School:
    • requires at least 1 teen in the settlement, and 1 settler to teach, and 1 coach (max Fitness)
    • allows sim teens to go to school
    • you may add 1 new CAS family***
  • Sports Arena:
    • requires City Hall and High School
    • unlocks Athlete - Pro Athlete career
    • draws lots of good publicity, allowing 1 new CAS family*** and 1 new free community lot
  • Hospital
    • requires 10 settlers to have gotten sick, or 2 settlers to have died, or 4 settlers to have given birth at home
    • unlocks Medical career and "Order Medicine" action
    • you may add 1 new CAS family***
  • Police Station
    • requires City Hall, and: 10 settlers to have gotten in a fight, or 2 settlers have died of unnatural causes, or Black Market has been built.
    • unlocks Detective career and Astronaut - Space Ranger career (also requires Science Center)
    • you may add 1 new CAS family***
  • Science Center
    • requires City Hall and High School, and 1 settler with max Logic and max Handiness
    • unlocks the following careers:
      • Scientist
      • Astronaut - Space Ranger (also requires Police Station)
      • Astronaut - Interstellar Smuggler (also requires Black Market)
      • Secret Agent - Diamond Agent (also requires Internet Services + specific type of venue; see description under "Careers" section)
      • Secret Agent - Villain (also requires Internet Services + Black Market)
  • Internet Services
    • requires City Hall and High School, and 1-2 settlers with max Logic, Handiness, and Programming between them
    • also requires the "Repair the Communications module" goal from Act I to be completed
    • unlocks all computer actions, TVs, radios, cell phone usage
    • unlocks the following careers:
      • Criminal - Oracle
      • Business - Investor (also requires at least 1 business lot) 
      • Secret Agent - Diamond Agent (also requires Science Center + specific type of venue; see description under "Careers" section) 
      • Secret Agent - Villain (also requires Science Center + Black Market) 
      • Tech Guru - Start-up (also requires Business career to be unlocked)
  • Black Market
    • requires City Hall, and 1-2 settlers with max Fitness, Handiness, and Mischief between them
    • unlocks the following careers:
      • Criminal - Boss
      • Astronaut - Interstellar Smuggler (also requires Science Center) 
      • Secret Agent - Villain (also requires Science Center + Internet Services)
Town Services: all are locked at the start, and unlocked as follows:
  • Adoption Service: needs Orphanage
  • Pizza Delivery: needs Restaurant business or venue
  • Maid: at least 10 separate households in the settlement

Progression, Careers:

  • all careers are locked to start with, and may be unlocked only after City Hall is built
  • unlocking most careers is closely tied to the construction of various community lots and/or Public Works
  • the first Sim in each career must have a certain set of Traits and/or complete a certain Aspiration in order to fully unlock the career permanently for all
  • Astronaut - Space Ranger:
    • Science Center + Police Station
    • sim must be Active + Genius, or must complete Nerd Brain
  • Astronaut - Interstellar Smuggler:
    • Science Center + Black Market
    • sim must be Active + Genius, or must complete Nerd Brain or Chief of Mischief
  • Athlete - Bodybuilder:
    • Gym
    • sim must complete Bodybuilder aspiration
  • Athlete - Pro Athlete:
    • Sports Arena
    • sim must be Active + Bro
  • Business - Investor:
    • Internet Services + at least 1 business or venue.
    • sim must be Ambitious + Self-Assured, or must complete Fabulously Wealthy
  • Business - Management:
    • any 3 businesses or venues
    • sim must be Ambitious + Self-Assured, or must complete Fabulously Wealthy
  • Criminal - Boss:
    • Black Market
    • sim must complete Public Enemy or Chief of Mischief
  • Criminal - Oracle:
    • Internet Services
    • sim must complete Public Enemy or Chief of Mischief or Computer Whiz
  • Culinary - Chef:
    • Restaurant
    • sim must complete Master Chef
  • Culinary - Mixologist:
    • Bar or Nightclub/Lounge
    • sim must complete Master Mixologist
  • Detective:
    • Police Station
    • sim must be Ambitious + either Good or Evil, or must complete Friend of the World or Chief of Mischief
  • Doctor:
    • Hospital
    • sim must be Genius + Neat, and CANNOT be Goofball, Hot-headed, Clumsy, Glutton, Insane, Lazy, Squeamish, Evil, Hates Children, Mean
  • Entertainer - Comedian:
    • Comedy Club or Nightclub
    • sim must complete Joke Star
  • Entertainer - Musician:
    • Nightclub/Lounge or Concert Hall
    • sim must complete Musical Genius
  • Painter - Master:
    • Art Gallery
    • sim must complete Painter Extraordinaire
  • Painter - Patron:
    • Art Gallery or Museum
    • sim must be Art Lover + either Snob or Materialistic, or must complete Mansion Baron or Party Animal
  • Scientist:
    • Science Center
    • sim must be either Geek or Genius, and must complete either Nerd Brain or Curator
  • Secret Agent - Diamond:
    • Science Center + Internet Services + one of: Nightclub/Lounge, Art Gallery, Museum, Concert Hall
    • sim must complete either Friend of the World or Serial Romantic
  • Secret Agent - Villain
    • Science Center + Internet Services + Black Market
    • sim must complete Chief of Mischief
  • Tech Guru - Gamer
    • Arcade
    • sim must be Geek + Childish, or must complete Computer Whiz
  • Tech Guru - Start-up
    • Internet Services + Business career must also be unlocked
    • sim must complete either Computer Whiz or Fabulously Wealthy
  • Writer - Author:
    • Bookstore or Library or School or High School
    • sim must complete Bestselling Author aspiration
  • Writer - Journalist:
    • City Hall + any TWO "news-worthy" events within the last week:
      • a settler has died unnaturally
      • 2 fires have happened
      • 4 fights have happened
      • 4 settlers have become sick
      • a new business or venue 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
      • a "paranormal" sighting (ghosts or aliens)
    • sim must be Outgoing + Bookworm









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