Chase's Modified Build a Royal Kingdom Challenge

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Chase's Modified Build a Royal Kingdom Challenge

Postby Chase » July 27th, 2014, 10:35 pm

7/31/15: So I tried to edit a bunch of things but I triggered the forum's filter. I don't have the time to sift through everything for references to who knows what, sooo if you're interested in my updates, I moved the post (complete with bbs ;_; ) over to a google doc.

Moving this over as I'll be doing it and want it for easy reference ;)

I love Build a City Challenges and I love Royal Kingdom Challenges, so I was ecstatic when I saw SkiesUpHigh's Build a Royal Kingdom Challenge! I wanted to do one of these challenges, however there were lots of things I interpreted different when mixing the challenges. So here is my modified Build a Royal Kingdom Challenge, with credits to EnblithTheFair (the Royal Kingdom Challenge), clintcasey85 (the Build a City Challenge), and SkiesUpHigh (the original Build a Royal Kingdom Challenge).

This is definitely a work in progress; in moving it from boolprop.prophpbb I've changed many rules to make the challenge of about equal difficulty to the regular BaCC.

STARTING OUT
Spoiler:
Neighborhood:
    **You must create a new, blank neighborhood. You can decorate it with neighborhood decorations as you please.
    **DO NOT add a University, Business District, Downtown, or any community lots! We'll get to this later.
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Sims:
Create the following families with one married couple each (no parents/children/siblings/etc.):
    **1 (ONE) Royal family. Spare no expense building this family's castle/house, but when done cheat so they have exactly $100,000.
    **2 to 3 (TWO to THREE) Noble families. You can use $150,000 to build these castles/houses. When it is done, let them keep the money they have left, up to $50,000. If they end up with more than $50,000, reduce the money using cheats to that amount (they can't start out richer than the royal family).
    **1 to 2 (ONE to TWO) Merchant families. You can use $75,000 to build these houses. When it is done, let them keep the money they have UNLESS it is more than $25,000. If so, reduce the money using cheats to that amount.
    **3 (THREE) Peasant families. You may not use money cheats to build these houses, and they should be left with no more than $1000.
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Rotations:
You must play every household for an equal amount of time in each rotation. Most people use either weeks or seasons as a guide for rotation length.
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General Rules:
    **When Sims have more than one child, it is up to you whether or not they remain at home or move out. However, the HEIR MAY NEVER MOVE OUT unless the WHOLE family moves out of the home: If a family wants to move to a new home and has the funds for it, they may do so. Royals and Nobles can only move if their new house/castle is much better than their own, otherwise they wouldn't have had it built! ((Heirs MAY move out as children and teens to go to a boarding school--see above.))
    **At the beginning ALL careers are unlocked except for those specified.
    **Only the Royal family may have fire detectors or burglar alarms until the first position in Law Enforcement is unlocked.
    **Only the Royal family may call for services/delivery until the population reaches 3,000. The exceptions to this are that Nobles can use a Nanny and all classes may use adoption (and pet adoption). (Yes, the Royal family can adopt, however the adoptee will be classified as an illegitimate child in the family lineage.)
    **Servos are allowed, but they can only be crafted by Sims who have mastered the Science career or Paranormal career. (They can use science or magic to animate something. A great mod for Medieval servos can be found here!) They may only be owned by the family that created them, or by noble or royal families if they purchased one off of them.
    **Peasant spares may be moved into noble or royal families as servants. This is encouraged, as what King or Queen is going to cook their own meals??
    **Peasant teens must pay $2500 to go to school PER DAY. This money can be given to the royal family. Peasant and merchant children/teens may not attend private school.
    **Royal and noble children/teens MUST attend private school. (If the family fails 3 times, they can be publicly humiliated/downgraded in class if you choose!)
    **You may choose to send royal/noble children to boarding school--they would live in a specially designed lot for skilling, with a Sim who has mastered the education career. When they go off to actual school every day, it's to "visit their families" (and their homework is learning about their family lineage). The lot would not pay taxes, as it is owned by the Kingdom. ((This is just an idea, tell me if you think it might not work out!))
    **When a Peasant tops certain careers, he/she, their spouse, and their children may rise to the Merchant class, but only if they have money you deem comparable to the other Merchants in the neighborhood.
    **When a Merchant tops certain careers, he/she, their spouse, and his children may rise to the Noble class, but they must: 1. they are friends with the current monarch, and 2. be friends with at least 3 other head of households.
    **Their are many rules in this challenge that are gender-specific. You may choose to flip gender roles if you want, making a matriarchal society rather than a patriarchal one.


CAREERS
Spoiler:
If letters are present it means that class/blood CAN work there.
P = Peasant
M = Merchant (both heirs and spares)
N = Noble
R = Royal
h = heir
s = spare/woman (if you choose to use traditional gender roles)
> = If a member of this class masters the career, the next generation can move up in class if you choose

Career restrictions apply to teens, adults, and elders. All Sims, including teens/elders, count as one sim (so if there was one Law Enforcement slot and a teen had the job, no one else could take it).

Athletic (high class sporting) M> Ns Nh Rs Rh
This is unlocked when a sports center worth at least $150,000 is built by the Royal family. The family shouldn't actually own this; build it without them and then cheat away the money you used to build it.

Business M Ns Nh Rs Rh
Always unlocked for merchants, one additional for every 10 level business and business tycoon.

Criminal Ps Ph M Ns
One spot is unlocked when the population reaches 500. An additional spot opens in both Criminal and Law Enforcement when someone reaches level 10. An additional spot also unlocks for every 5,000 citizens.

Culinary Ps
Always unlocked.

Law Enforcement (city guard) Ps Ph> M Ns Nh Rs
One spot is unlocked when the population reaches 500. An additional spot opens in Law Enforcement when someone reaches level 10 in the Criminal career. One spot opens for every 3 fires and one spot opens for every 3 burglaries.

Medical M Ns Rs
One spot is unlocked at 1000 population, and one opens for every 10,000 population. One spot opens for every 3 illnesses that occur. Unlocked for any Sim who has graduated University*.

Military (royal army) Ps> Ph> M> Ns Nh Rs Rh
This is unlocked when a military base worth at least $300,000 is built by the Royal family. The family shouldn't actually own this; build it without them and then cheat away the money you used to build it.

Politics Ns Nh Rs Rh
Always unlocked.

Science M Ns Nh Rs
Unlocked for any Sim who grows from teen to adult with 10 Logic points. Unlocked for any Sim who has graduated from University.

Slacker (high class laziness) M Ns Nh Rs Rh
This is unlocked when there are "clubs" or high class social venues that total $1,000,000 or more. These can be built by Royals, Nobles, or Merchants and SHOULD be owned by the family as a pay-per-hour venue. The $1,000,000 value can be taken from multiple lots (for example, if there were two club lots that had a value of $500,000 the career would be unlocked).

Adventurer M> Ns Nh Rs Rh
A Sim may spend 100,000 aspiration points (buy 100,000 worth of rewards, then delete them without using them) to join this career. Once they max it, the Royal family may build a museum. For this career to be unlocked for all, a museum worth at least $450,000 must be build AFTER a Sim has already maxxed the career.

Education M Ns
One spot is unlocked for a Merchant once the population reaches 300. Another position for merchants opens every 1000 population. It is unlocked for all Sims who have graduated from University. Someone who has mastered Education may become a teacher at an upper-class boarding school (see general rules).

Gamer (low class sporting/fun) Ps Ph M
Unlocked once there are "parks" or low class social venues that total $50,000 or more together in worth. This is similar to the Slacker career, though the lots do not have to be owned by a family (though a family does have to pay for it to be built).

Journalism (town crier) Ph M
Available to any sim who has sold a best-selling novel.

Law Nh Rs Rh
Unlocked for any sim that is best friends with the royal heir.

Music (musicians, singers) Ps Ph M Ns
Unlocked for peasants/merchant spares once there are music venues totaling $10,000 or more. Unlocked for all once there are music venues totalling $150,000 or more. This is similar to the Slacker career, although the Royal family can pay for it but NOT own it. (It MUST be owned by a family, however. The Royal family must transfer ownership once they have contributed what the Kingdom will.)

Architecture M Ns
One spot is unlocked for every 8 lots (residential or community).

Dance Ps M
Unlocked once Music is unlocked.

Entertainment (juggling, etc.) Ps Ph M
Unlocked once Music is unlocked.

Intelligence (different kinds of spies) Ps Ph M Ns Nh Rs
Unlocked for anyone with 10 friends or more, including the royal heir or a noble heir.

Oceanography (sailors) Ps M Nh Rs
Unlocked once there is a "dock" lot, totalling $70,000 or more. This lot does not have to be owned by anyone, but it DOES have to be payed for by a family/the kingdom.
This doesn't necessarily have to be a beach lot; it could be like a warehouse for traded goods near the water or something.

Artist (painter/sculptor) M Ns
Unlocked for any University graduate who has sold a masterpiece.

Natural Science (druidry) Ps Ns Rs
Always unlocked for University graduates.

Paranormal Ps Ph
One spot is unlocked for every 10 graves (pet graves do NOT count).

Show Business (acting) Ps> M
Unlocked for any University graduate who reached level three in Dance, Entertainment, or Music as a teen before going to University.

Pet Careers
Service is always unlocked for peasant or merchant-owned pets.
Security is always unlocked for peasant or merchant-owned pets.
Show Biz is unlocked for any pet whose family (in the house) has someone working in Music, Entertainment, Dance, or Show Business.

*When I say something such as "Unlocked for all Sims who have graduated University," I mean unlocked for all Sims who have graduated University in the classes listed. For example, a peasant spare could not join the Medical career even if they graduated from University.


COMMUNITY LOTS AND NEIGHBORHOOD ADD-ONS
Spoiler:
Community lots:
Make sure to look below for class restrictions to community lots! That said, a community lot is unlocked if a Sim buys it and starts a business.
A community lot is also unlocked if a family that is allowed to own a community lot does NOT buy it, but DOES pay for it. You can do this by building the lot and then reducing its lot value from the family paying for it. This is one of the only ways the Royal family should have community lots (owned by the kingdom). Each community lot gives you one (1) CAS point.

Universities:
Universities are hard to build as they're extremely expensive. They can be built when a family (likely only the Royal family) spends $2,000,000 to build one (more than the regular BaCC). Sims must pay the owner of the University $10,000 PER SEMESTER to go! If the family cannot afford this fee, they must drop out. The family owners of the University may always go free, of course, and may favor friends by relieving tuition costs if you choose. You may have as many Universities as this method allows. Each university gives you five (5) CAS points.

Business Districts:
A Business District can be built by any Business Tycoon OR owner of 5 level 10 businesses who pays $250,000, which must be matched by a noble or Royal family for a total of $500,000 (it goes under their jurisdiction). If the business tycoon/business owner is a noble or royal, they simply pay $500,000. This money must be familyfunded away, not given to the Royal family, as they are buying it from the Kingdom which held it last, not the King/Queen.. The owner of this Business District can charge rent for any businesses that set up shop there, if you choose. Each business district gives you five (5) CAS points.

Downtown:
A Downtown can be built when there is a population of 25,000. Only one may be built. Building a downtown gives you five (5) CAS points.

MULTIPLIERS
Spoiler:
Sim multiplier:
+1 for your first community lot
+1 for every five community lots, including the first
+5 for downtown
+5 for each University
+5 for each Business District

Challenge/extra SM points:
+1 for every Royal who marries another Royal
+.5 for every Noble who marries another non-CAS noble
+.5 for every Merchant who marries another non-CAS merchant
+1 once a family reaches the 2nd generation (only awarded one time in the challenge)
+3 once a family reaches the 4th generation (only awarded one time in the challenge)
+10 once a family reaches the 6th generation (only awarded one time in the challenge)
+1 for every generation after the 7th (one/generation)
+3 for every Super Supernatural (a.k.a. Black Sheep: one Sim that is an Alien, Zombie, PlantSim, Vampire, Werewolf, and a Witch. Exclude the expansions you don’t have. If after that a Super Supernatural would only be 3 or less of these, reduce the point value to 1/each)
+1 for every ten (10) platinum graves
+1 for every Royal heir who legally marries a descendant of a Peasant

-1 for every marriage which breaks class rules

(have a suggestion for a challenge point? comment!)

To get your total population, multiply the number of live playable Sims by your SM number.



CAS, CLASSES, LINEAGE, + TAXES
Spoiler:
Create A Sim
You can use CAS points to create new sims.
It costs 1 CAS point for each peasant.
It costs 3 CAS points for each merchant.
It costs 10 CAS points for each noble.
You may not create royals in CAS.

Townies
Townies are on a level that is slightly lower than peasants. You may marry them into peasant families, where they assume the Peasant class. They NOT marry merchants, nobles, or royals.
Peasant
Peasants may NOT own land outside of their home.
They can have a home business with things they have created.
Peasants do not have to follow the normal lineage rules, as there is little honor to a peasant household name anyway. This means anyone can become an heir.
They may only marry merchants, other peasants, and townies. They may NOT marry nobles or royals.
Merchant
They may only marry peasants, other merchants, or nobles. They may NOT marry townies or royals.
Noble
They may only marry merchants, other nobles, or royals. They may NOT marry townies or peasants.
Royal
They may only marry nobles or other royals. They may NOT marry townies, peasants, or merchants.

In the event of a legal cross-class marriage, the women will always take the class of the men.
The exception to this is if the woman is an heir and the male is not; then the woman's class is kept.
In same-sex marriages, they will always take the upper class (if you choose to include these--obviously in medieval times gay people would probably be burnt at the stake or something. Yuck).

You may break marriage rules (for example, royal marrying peasant) for a SM deduction of -1.
TAXES
Percents are of their added land value (all owned lots, including the home).
Taxes are payed up all stops of the hierarchy, with peasants and merchants being treated as the same level. So this means peasants must pay taxes to both a Noble family AND the Royal family. ***reminder to self create imagelol**8
PEASANTS and MERCHANTS must pay 20% to one NOBLE family and 20% to the ROYAL family.
NOBLES must pay 20% to the ROYAL family.
Taxes suck for the lower class, yo. Historically accurate. Death and taxes, you know…

LINEAGE
Heirship goes like this:
1. Oldest legitimate male child (then male grandchildren, great-grandchildren, etc.) of the leader.
2. Oldest legitimate female child (then female grandchildren, etc.) of the leader.
3. Above for the leader’s father, and then any children of theirs.
4. Above for the leader’s grandfather, great-grandfather, etc. and then any children of theirs (so a 10th generation descendent of a Royal cousin from the 3rd generation could potentially be King. It’s crazy!)
5. All of the above except illegitimate children.
**Any peasant, merchant, or noble family that gets to this point is officially dead. The Royal family, though, should continue through these steps:
6. At this point it would move on to the family of the earliest King/heir’s spouse, and would go through all of the above for that family.
7. If there really is no one else alive that was ever on the royal family tree, go to the richest Noble family. If this happens, though, you are probably crazy and need to be arrested for excessive pixelated murder.

Of course, if you want crazy Royal plots in your story, go ahead as long as you keep some sort of lineage in line.


You win this challenge once your population*SM= 75,000.

I'm excited to hear any comments, problems, or concerns you have on these rules.
I want opinions, too, on how difficult you think this would be in comparison to the BaCC! Since there are more ways to build on your SM, I changed the win number from 50,000 to 75,000. Do you think this is wise? :)

7/28: Tweaked a couple of things, mostly in the career section :)
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby Seera » July 27th, 2014, 11:48 pm

I like the higher end point. Easier to earn SM points and you start off with with a population not equal to 1 and have married couples.

And maybe a challenge point for having a spouse of a royal heir being a direct descendent of a peasant heir.

Example: Peasant Johnny, heir of his family, tops Athletic and rises to Merchant. He has a son named Robert who ends up being heir. Merchant Robert tops Adventurer and rises to Noble. He has a daughter named Sally, who is not the heir. Sally and Prince Eric fall in love and marry.


And maybe say that to rise at least from Merchant to Noble, needing a few Noble heirs and/or heads of house as friends? Nobility are high class, would they accept just anyone into their social circle? Would take Robert who claims to be a grand adventurer without knowing him? Without someone to vouch for his integrity?
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby Chase » July 28th, 2014, 6:12 pm

Cool! And that does sound interesting, hehe :grin:

That's true, I'll add that in!
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby platformperil » February 10th, 2015, 10:07 pm

For Law, it says you need to be best friends with the Royal Heir. What if your sim is the Royal Heir? Do they just get in?
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby Radiochocolate » May 16th, 2015, 5:11 pm

platformperil wrote:For Law, it says you need to be best friends with the Royal Heir. What if your sim is the Royal Heir? Do they just get in?

That's how I interpreted it.

About the SM bonus points: Are the starter families considered generation 0 or 1 ?
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby Gryffindork » February 2nd, 2016, 11:01 am

Chase, I love your modifications! I've been trying to find a ruleset to use for this challenge and this one seems to make the most sense.

I'm a TS3 player though and I'm having trouble accounting for the differences - there doesn't seem to be an adaptation out there for this specific challenge in TS3. :/ I guess the only real difference is the lack of Business Districts & Downtowns, the possibility of investing in community lots, and a few of the careers. I tried to study the differences between the TS2 BACC and the TS3 BACC, and try to apply the same changes here... but I don't trust myself to do it right. :P Does anyone have suggestions?
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby MichelleCYoung » February 2nd, 2016, 12:00 pm

For Sims 3, if you have the right EP (or maybe just the right patch? I'm not sure), you can purchase community lots, so that's not such a problem. And if you buy the thing from the store to allow you to build a store, there's that possibility.

However, if you're playing base-game, perhaps you can link some of those unlocks to the Master Challenges, like knowing 25 sims, or cooking a meal 75 times or those other things that are tracked for you in the skills journal. Maybe you can't take a job in Athletics until someone has proven that marathoning is a real thing, or you get a real body-builder? I think having those personal challenges is a good way to unlock careers for all, as they set an example that is, frankly, hard to follow, so it's impressive. Except gardening. That's so easy. But gardening and fishing together with one of the logic master challenges? Unlock the Science career.

So, I'd say have the careers unlocked (except one or two basics that make sense in a fledgeling kingdom, such as Criminal - stealing from your neighbors is very basic), and then have the first generation focus on those master challenges, and unlock careers, or slots in careers, that way. YMMV.

I guess just use your imagination, and tweak the rules to work with what you have loaded.

Have fun. That's the main thing.
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby Gryffindork » February 3rd, 2016, 7:40 am

You're right! I think that feature came with Ambitions, and I do have the Savvy Seller's Collection or something like that, so I should be able to figure it out. I also really like the idea of "discovering" careers and proving they can be done before they become a commonplace thing. I guess I'll just tweak the requirements based on what seems realistic for my game. I'm really excited to start this challenge but I tend to get hung up on rules sometimes. :P Thanks for your help!
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Re: Chase's Modified Build a Royal Kingdom Challenge

Postby Ani-Mei » February 4th, 2016, 10:39 am

Since I've decided to rebuild my RKC, I may actually use these rules this time. Seems the ones I have are kind of outdated because I can't even find the original link from whence I printed them. Though I will have to make a Word file of these for reference of course.
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