Prosperity Challenge TS2 (by Sheri and Robin)

Prosperity Challenge TS2 (by Sheri and Robin)

Postby Teresa » July 7th, 2014, 10:38 am

The Prosperity challenge was created by Sheri and Robin.
There is a Yahoo Group for this challenge.

The Challenge
The design of The Prosperity Challenge is to create a well-run, prosperous neighborhood. The difference comes in with the set-up. From the very beginning, you must stretch your abilities by creating sims from the roll of a dice.

The Prosperity Challenge was created as a joint effort by Kivrin5511 and Straberiwine74. You will notice that the challenge itself is posted by both of us, so if you’d like to rate beneficial, please rate both.

We have also set up a Yahoo Group for easier discussion. If you’re interested in trying it and would like to talk to other players, please visit If you do not already have a Yahoo ID, it will ask you to create one, but the process is painless.

Please feel free to ask any questions, either in this thread or on the Yahoo board. Straberiwine and I have done our best to insure that all major issues are covered up front, but there is bound to be something we forgot. Remember, if you have the question, chances are someone else does too and is too afraid to ask.

To begin, create a new, empty neighborhood and name it whatever you wish. It is suggested you place at least one community lot in the neighborhood. You are welcome to design your own, move one from another neighborhood, or download one from the exchange.

Roll the dice to determine how many families you start off with. If you roll 1, roll again. You must start with at least two families.

For each family, roll the dice again to determine how many sims in the household. Note that 1 is no longer roll again. If you roll 1, it will be a single sim household.

For each sim, you will roll to determine their age, sex, aspiration, and personality. Their appearance is completely up to you and you are welcome to use custom clothing, hair, skin tone, etc.

1 = Toddler
2 = Child
3 = Teen
4 = Adult
5 = Elder
6 = Roll Again

Odd (1,3,5) = Girl
Even (2,4,6) = Boy

1 = Fortune
2 = Knowledge
3 = Romance
4 = Family
5 = Popularity
6 = Roll Again

For Personality, you must make two separate rolls in order to get a full 12 zodiac sign choices. The first roll will determine the “set”, the second the sign. You may not redistribute personality points within the sign. You must take it as it comes up automatically.

Odd (1,3,5) = Set 1
Even (2,4,6) = Set 2

Set 1:
1 = Aries
2 = Taurus
3 = Gemini
4 = Cancer
5 = Leo
6 = Virgo

Set 2:
1 = Libra
2 = Scorpio
3 = Sagittarius
4 = Capricorn
5 = Aquarius
6 = Pisces

If you are unlucky enough to get all Elder Sims, you may start the determination rolls over. Although you may play this arrangement and adopt children to keep the challenge running, we realize how unfair this unlikely situation would be and make concessions for it.

Note that it is very possible that you will end up with a family without an adult. If there is a teen or elder, you must play the family as it is rolled using the “placeholder sim” as explained below. If all sims in the household are toddlers or children, start the family determination rolls over.

Placeholder Sim:
A Placeholder is an adult created simply to load the family. Gender, personality, and aspiration do not matter because he/she won’t be around long. I do suggest, however, that you give him/her clothing you like as the game has a tendency to assign that clothing to the children when they age.

You may either move out or kill the placeholder. For this one purpose, boolprop is acceptable to institute their death. If you chose to kill them but do not want to use boolprop, you may immediately lock them in a room or a ladder-less pool. Make sure the other sims have no access to the dying placeholder. The benefit to killing them is that the family’s children will now qualify for the Orphan Assistance Grant. The downfall is that it could send members of the household into aspiration failure, for which you will lose points (this is even more likely to happen if you don’t use boolprop as the sims have more time to get the fear). If you move them out (using the “find own place” option in the newspaper or computer), you may NOT put them back into the neighborhood. Delete them from your sim bin.

Placeholders may not effect the lives of the other sims in any way. For the few hours they are alive before moving out or dying, they may NOT teach toddler skills, help with homework, etc. Unless by accident of autonomous action, they may not speak to the other family members at all. Keep them busy while they wait for the newspaper by commanding them to “read a book”, “relax on bed”, etc.

All members of a family must be related to each other. There can be no roommates in the initial families, although you’re welcome to move in roommates once play starts.

Once your families are determined, place their names on a list in the order they were created. You will play their houses in this order.

Families may move into any home or size lot you choose. They may live in Maxis-made houses, houses downloaded from the exchange, or houses you design yourself. They may be moved around throughout the game if they outgrow their current lodging, however they are encouraged to remain and expand, so there are bonuses set up to that purpose.

When first setting up the neighborhood, before playing the first family, move each family into their house/lot and install them a phone. If you’re moving them onto an empty lot, you are welcome to give them only an end table and a phone, then begin building their house when you get to their family in the play schedule. By setting them up in this fashion, you will ensure that even the first family on the schedule can visit with and call the other playable sims. If you have a placeholder sim, you are allowed to play the family before the official start of the game only long enough to move the adult out or kill them via boolprop. If you choose to kill them by locking them in a room it will take longer than a few hours, so you must wait until their turn on the playlist.

The Prosperity Challenge is designed to resemble the Family Dynamics Challenge created by Straberiwine74. The goal is to have a prosperous neighborhood in which the families age at a similar rate.
You must play each family for the same amount of time, maximum of 7 sim days. The amount of time is up to you. Due to time constraints or attention span, you may decide that 3 or 4 days are easier. Whatever you decide, you must play each family for that length. When you return to #1 on your playlist, you may change the time amount.

When a child ages into a teen, you must roll a 6-sided dice to choose their aspiration.

1 = Fortune
2 = Knowledge
3 = Romance
4 = Family
5 = Popularity
6 = your choice

There are no cheats allowed. You may not use boolprop except in the areas specified in these rules. No money cheats. No hacked items that affect mood or game play. You are, however, allowed to use any custom clothing, skins, hair, etc. You may use fixes or move_objects to correct bugs. The Greek House Level 6 Fix is acceptable. Rule of thumb: if the fix/hack is an item likely to be included in Maxis’ next patch, you may use it.

From the moment you start the challenge, you are not allowed to add new CAS sims to the neighborhood. The families must progress through natural birth, death, move-in, or marriage. If a sim moves out, their household is added to the bottom of the playlist. If all sims die, leaving a house empty, scratch that name off the list. If a family simply changes houses, they may keep their normal space in the playlist.

With the exception of a placeholder sim as mentioned in the set-up section, you are NOT allowed to intentionally kill a sim. You may not lock them in a room or take away a pool ladder. All deaths must be either natural or a true accident.

Challenge ends with the first 5th generation death or with the death of the last descendant of the original families created in CAS.
Edited thanks to a heads up by BrendaLynne1872: All CAS sims are first generation, regardless of what family members they have when they begin. A second generation sim MUST be born into the game, even if his sister is first generation due to the original roll of the dice.

You are welcome to move in a townie or NPC, but to prevent the unscrupulous from doing this just to get their money, the townie/NPC must stay in the house until their next age transition unless they are moving out with an original family member. (example: The daughter in a family marries a townie while still living with her parents, then he and she move out to start their own family.)

You may not use the “combine household” feature to add families together. They must move in through traditional methods (move-in or marriage). The one exception to this is moving a college graduate back into his/her parent’s house. However, there is a glitch that adds $20,000 to the parent’s house when the graduate returns, then gives them an additional $20,000 when they move out. For that reason, a graduate who chooses to return to his/her parent’s house must remain there for at least 7 sim days before finding their own place.

Your sims may marry/join with any sims in the game, including sims from other households, Townies, NPC, campus townies or NPCs. They must be moved in through traditional methods: marriage or move-in. The only exception to this is if the glitch occurs in which you are unable to move in a campus NPC. Boolprop or a fix to correct this are acceptable.

When marriage occurs, it is not against the rules to have the man take on the woman’s last name, however there is a bonus if all marriages are “traditional”. In the case of same sex joining, either last name may be taken.

You must take all career chance cards. If you choose to “ignore”, you will lose one score point each time. These cards represent situations that could potentially come up in the job and there would not be an option to ignore in real life.
Game Play Continued:
You are welcome and encouraged to send your teen sims to college, but there are rules that apply to them as well:

The college graduates must be re-added to the neighborhood within 7 sim days of leaving or after playing their family in the neighborhood without them once, whichever is greater. For example: If Bobby Smith is sent to college on the second day of his family’s 7-day play schedule, you may play his family again once more before returning him. Therefore he has actually been gone 12 days, but you are not breaking any rules. You are also welcome to return him BEFORE their next play cycle, therefore having him gone only 5 days. You are also welcome to play the University phase through and re-add them immediately, therefore having no time pass for the rest of the family.

---- Suggestions for University play:
- Put University on the schedule just like you would a new household and play them to graduation.
- If you want time to pass for the rest of the college sim's family as if he were away, you can put University on the schedule in one place and play 2 years (4 semesters), half their college life.
- Similarly, you may add University in two places on your list and play each time for 1 college year (2 semesters). This keeps the time frame of the University play schedule more similar to the time frame of your neighborhood play.
- Finally, you can choose not to add it to the schedule and simply play University when you feel like it, keeping in mind the rule that the sims may not be away from the neighborhood more than 7 days or one rotation.

Townie teens can be sent to college with your playable sims ONLY if their relationship is at Best Friend. Townie teens or campus townies that have been moved in or pledged into a Greek house may remain in the sim bin after graduation. Sims who originated in the neighborhood may NOT remain in the sim bin. They MUST be returned to the neighborhood after graduation. Townies/NPCs who became playable during University may be added to the neighborhood in their own homes if you choose. However, they must be added to the playlist. They cannot be installed in the neighborhood simply to retain the friendship.

When you are given the option to change aspiration at the end of Sophomore year, you have a choice. If you would like to retain the aspiration chosen when they became a teen, you may click "no". If you click "yes" to change it, you must roll a dice and use the coordinating numbers above. You must take the aspiration rolled if you choose "yes".

Young Adults from the neighborhood do not have to live together during college, but please plan accordingly to insure all Young Adults move back to the neighborhood within the required time of leaving.

A newly arriving young adult may be merged into a dorm with another playable young adult. However, if you want to merge the new arrival into an existing private house or Greek House, you must do so through "move-in" or "ask to pledge" (put them in a dorm first, then move them through the accepted means). In the case of a Greek House, it is your choice whether you have the sim already in the Greek House ask the new arrival, thereby putting them through a pledge period in which you are not in control of the younger sim, or if the younger sim calls the Greek House and asks to be pledged in

All scores are based on the honor system. Do your best and let us know how you did.

Neighborhood Scoring:

1 pt per sim in the game including your original sims. People who start with a larger amount of families will get a head start, but trust me, it will even out.

1 pt for each home in the neighborhood that has held a single family for 3 generations or more.

1 pt per $100,000 net worth neighborhood-wide (add all family’s net worth together) Round up.

3 pts per impossible want fulfilled. Impossible wants are defined by their aspiration points being over 30,000. (Note: It is not necessary that the want be in the panel at the time it is reached, so no need to waste a lock. It must, however, coordinate with the aspiration. A Fortune Sim who reaches $100,000 will earn the bonus even if he doesn’t have the want at the moment he earns the last simolean. A Family Sim who earns $100,000 would not earn the bonus because family sims do not receive this impossible want.)

1 pt per platinum grave neighborhood wide.

1 pt if sim has top influence level at the time of death.

1 pt for reaching top of career (max 2 points per sim).

-1 pt for each visit from the Sim Shrink.

-1 pt for each visit from the Social Bunny.

-1 pt for each college drop out.

-1 pt if a sim is fired due to poor work performance (not applicable if due to a chance card).

-1 pt for each ignored chance card.

University Scoring:

1 pt per summa *** laude graduate (4.0 grade point average).

1 pt per “Big Sim on Campus” (12 friends at any point during University. Can be taken in addition to having top influence at time of death).

10 extra pts if 10 or more impossible wants are filled throughout the course of the challenge (in addition to individual points received)

20 extra pts if 15 or more impossible wants are filled throughout the course of the challenge (in addition to individual points received. Not in addition to bonus for 10.)

5 pts if all sims who go to college pledge into the same Greek House (started by first college-bound sim)

2 pts if 75% of sims who go to college pledge into the same Greek House (Not in addition to bonus for all)

5 pts if all sims who go to college get into Secret Society.

2 pts if 75% of sims who went to college get into Secret Society (Not in addition to bonus for all sims)

30 pts if everyone in the neighborhood over the course of the challenge achieves their lifetime wants (excluding CAS Elders. Not to be taken in addition to the bonuses for less than 5 or 10 misses.)

20 pts if 5 or less sims over the course of the game miss their lifetime wants (excluding CAS Elders. Not to be taken in addition to the bonus for 10 or less.)

10 pts if 10 or less sims over the course of the game miss their lifetime wants (excluding CAS Elders)

10 pts for each CAS Elder who achieves an impossible want in their lifetime. (this is nearly impossible because they have little time, cannot get an adult job, and females can’t have kids. Not applicable if the want, such as have 6 grandchildren, is fulfilled after the Elder dies.)

5 pts if all male-female marriages throughout the game take on the male’s last name.

If each of the original family houses remain inhabited by an heir with the same last name as the family began with...
--- 5 pts if this was achieved while taking only the male last name.
--- 2 pt if this was achieved by a man taking the female’s last name.
(These points in addition to the bonus for a house that’s held a single family for 3 generations or more.)

5 pts if no tombstones are deleted throughout the challenge and ghosts have access to all sims on the lot. (placeholders in the initial set-up may be deleted. Since they couldn’t affect the other sims in life, they need not effect them in death.)

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