You Need To Be Committed Challenge -29 days, No EPs required
Posted: May 10th, 2017, 8:11 pm
So, I was looking at MoreAwesomeThanYou's "The Challenge Challenge!" thread, and I got an idea for one. OK, I admit, I stopped reading after the first page, so stop me if this has already been done. Edit: This was not done anywhere on that thread, at least.
In keeping with Pescado's rules:
"Create a challenge subject to the following:
1. All scoring elements of the challenge must be treated as deterministic: Any random elements are treated as always proceed according to the optimal case (since a suboptimal start would automatically fail the optimal run test of the challenge anyway).
2. The challenge must be playable by a single player.
3. The challenge must terminate: A challenge that simply runs in an endless loop until the hypothetical player gets sick of playing does not terminate.
4. The challenge must be playable. A challenge where the player does not have any input or where the rules are contradictory in a way that makes compliance physically impossible is nonplayable.
5. The challenge must be coherent: It must model some known theme, not simply be an arbitrary collection of meaningless rules.
Such that:
1. The challenge cannot be solved (maximum or infinite score cannot be achieved) by a trivial process. If the challenge can be solved such that a hypothetical player can adhere to a strict script and achieve maximum score, the challenge is too trivial."
and I know that Asylum challenges are a lot of fun, I thought I'd have a challenge where you basically create your own asylum inmate. You have a single sim living so badly that by the time they turn into an elder, they need to be committed. Do this seven times, and you'll have 7 elders for your asylum! (I would turn aging off, if playing that asylum)
So, the rules for the You Need To Be Committed Challenge are simple.
1) Create a single adult sim in CAS. No skills, no relationships, and no university degree.
2) Start with $20,000 (for those of you who have hacks to alter this)
3) Buy a lot (NOT rent an apartment!), of any size you want. It can be blank or pre-built, but no more than $20,000
4) Play your sim, but don't do anything that is blatantly cheating, OK? You know right from wrong, so let your conscience be your guide.
4a) NO life-extension of any sort. You get 29 days, and turn into an elder, and that's all there is to it.
4b) Your single sim must stay single. They can have relationships, but may never get engaged, married, or move in a friend. Nor may they get a room-mate (Apartment Life)
4c) Your single sim MAY get a child, via regular birth or alien abduction, or by adoption. MUST get at least one child, via regular birth or alien abduction AND at least one child by adoption, both before the beginning of the third week. Maximum seven children in the house at any one time (for those with Larger Household mods)
4d) Your single sim may get one or more pets, via adoption or purchasing from a pet store, but not created with them in CAS.
4e) Children may move out or go to university, if you want, and pets can be sold or given away. If either runs away, you may call police to get them back, or not. It's completely up to you. Whatever makes your single sim the most miserable.
4f) Although kids are allowed to run away, you may NOT let them die or be taken by the social worker.
4g) It is permitted to go to community lots. However, since this extends the possible time, I have increased the goal from 100 to 150. If you put your sims on house arrest, you may go for 100. If you go on vacation, even once, extend the goal to 200!
5) If your single sim (note - this does not apply to any children that come into the household!) EVER becomes platinum, you lose the challenge, immediately. I mean even just once bouncing up into that platinum mood, and it is GAME OVER!
At the end of the challenge, immediately upon your single sim turning into an elder, DO NOT make them over. Just move them out. They have just been committed to an insane asylum, and must wait in the SimBin until you play the Asylum, with them as inmates.
Scoring:
+5 for every visit from the SimShrink.
+1 for every visit from the Social Bunny.
Yes, visits for the children count for this! If you have seven kids, and they are all lonely and insane, you get more points!
+10 points if you manage to reach level 10 in a career
Goal: 100 points. 150 points (if you go to community lots) or 200 points (if you go on vacation)
There. It's simple, but challenging. Just looking at the wants:fears ratio (4:3), the odds are against you.
You can play this with Base Game or any variation of the Expansion Packs. I believe it will actually be MORE difficult with Freetime, due to the possibility of going perma-plat with Lifetime Happiness. Although, if you start with a CAS adult and keep her miserable, you probably won't get there. Probably.
Edit: I am play-testing this right now (hence the boost from 100 to 150 for the goal, and the insistence on children. It was a surprisingly easy start!), and am doing the Downtown Time Warp for outings and the like, in between Social Bunny visits, and so I think having NightLife will be a definite advantage. But even Base Game will give you the chance to extend your time a bit, and make friends for work, by going to base neighborhood community lots. Put some coffee machines out, or just make frequent trips. Social Bunnies are important, but not as important as the SimShrink, and you can get HIM to visit you, even Downtown! Therefore, I stand by my decision to raise the goal, add the children requirements, and allow travel off the home lot. However, if you find it too easy, feel free to confine your sims to house arrest. I also made it 200 points, if you go on vacations, because of the extra time that gives you. Also, I added a +10 points if you manage to max your career, because it is taking such a long time to advance in a career, due to bad moods and slow skilling.
In keeping with Pescado's rules:
"Create a challenge subject to the following:
1. All scoring elements of the challenge must be treated as deterministic: Any random elements are treated as always proceed according to the optimal case (since a suboptimal start would automatically fail the optimal run test of the challenge anyway).
2. The challenge must be playable by a single player.
3. The challenge must terminate: A challenge that simply runs in an endless loop until the hypothetical player gets sick of playing does not terminate.
4. The challenge must be playable. A challenge where the player does not have any input or where the rules are contradictory in a way that makes compliance physically impossible is nonplayable.
5. The challenge must be coherent: It must model some known theme, not simply be an arbitrary collection of meaningless rules.
Such that:
1. The challenge cannot be solved (maximum or infinite score cannot be achieved) by a trivial process. If the challenge can be solved such that a hypothetical player can adhere to a strict script and achieve maximum score, the challenge is too trivial."
and I know that Asylum challenges are a lot of fun, I thought I'd have a challenge where you basically create your own asylum inmate. You have a single sim living so badly that by the time they turn into an elder, they need to be committed. Do this seven times, and you'll have 7 elders for your asylum! (I would turn aging off, if playing that asylum)
So, the rules for the You Need To Be Committed Challenge are simple.
1) Create a single adult sim in CAS. No skills, no relationships, and no university degree.
2) Start with $20,000 (for those of you who have hacks to alter this)
3) Buy a lot (NOT rent an apartment!), of any size you want. It can be blank or pre-built, but no more than $20,000
4) Play your sim, but don't do anything that is blatantly cheating, OK? You know right from wrong, so let your conscience be your guide.
4a) NO life-extension of any sort. You get 29 days, and turn into an elder, and that's all there is to it.
4b) Your single sim must stay single. They can have relationships, but may never get engaged, married, or move in a friend. Nor may they get a room-mate (Apartment Life)
4c) Your single sim MAY get a child, via regular birth or alien abduction, or by adoption. MUST get at least one child, via regular birth or alien abduction AND at least one child by adoption, both before the beginning of the third week. Maximum seven children in the house at any one time (for those with Larger Household mods)
4d) Your single sim may get one or more pets, via adoption or purchasing from a pet store, but not created with them in CAS.
4e) Children may move out or go to university, if you want, and pets can be sold or given away. If either runs away, you may call police to get them back, or not. It's completely up to you. Whatever makes your single sim the most miserable.
4f) Although kids are allowed to run away, you may NOT let them die or be taken by the social worker.
4g) It is permitted to go to community lots. However, since this extends the possible time, I have increased the goal from 100 to 150. If you put your sims on house arrest, you may go for 100. If you go on vacation, even once, extend the goal to 200!
5) If your single sim (note - this does not apply to any children that come into the household!) EVER becomes platinum, you lose the challenge, immediately. I mean even just once bouncing up into that platinum mood, and it is GAME OVER!
At the end of the challenge, immediately upon your single sim turning into an elder, DO NOT make them over. Just move them out. They have just been committed to an insane asylum, and must wait in the SimBin until you play the Asylum, with them as inmates.
Scoring:
+5 for every visit from the SimShrink.
+1 for every visit from the Social Bunny.
Yes, visits for the children count for this! If you have seven kids, and they are all lonely and insane, you get more points!
+10 points if you manage to reach level 10 in a career
Goal: 100 points. 150 points (if you go to community lots) or 200 points (if you go on vacation)
There. It's simple, but challenging. Just looking at the wants:fears ratio (4:3), the odds are against you.
You can play this with Base Game or any variation of the Expansion Packs. I believe it will actually be MORE difficult with Freetime, due to the possibility of going perma-plat with Lifetime Happiness. Although, if you start with a CAS adult and keep her miserable, you probably won't get there. Probably.
Edit: I am play-testing this right now (hence the boost from 100 to 150 for the goal, and the insistence on children. It was a surprisingly easy start!), and am doing the Downtown Time Warp for outings and the like, in between Social Bunny visits, and so I think having NightLife will be a definite advantage. But even Base Game will give you the chance to extend your time a bit, and make friends for work, by going to base neighborhood community lots. Put some coffee machines out, or just make frequent trips. Social Bunnies are important, but not as important as the SimShrink, and you can get HIM to visit you, even Downtown! Therefore, I stand by my decision to raise the goal, add the children requirements, and allow travel off the home lot. However, if you find it too easy, feel free to confine your sims to house arrest. I also made it 200 points, if you go on vacations, because of the extra time that gives you. Also, I added a +10 points if you manage to max your career, because it is taking such a long time to advance in a career, due to bad moods and slow skilling.