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Sims 2 Apocalypse Meets BACC

Posted: February 26th, 2019, 6:10 pm
by Bouncer
Hey all!

Been wondering how would one get the combined rules of starting a town with the strictness of an Apocalypse. For me the BACC is a little too easy with all the expansions lol, or the player has to dedicate what needs to be build. While and Apocalypse would literally be where the community wants to come from troubled times (yes I may have storylines for all lol).

The trick is the reverse Career rules. BACC need to build up to unlock careers, while Apocalypse is going through careers to unlock uses of items again.

For me I realized I really need to play an Apocalypse, but we have quite a few veterans here who might have some ideas :)

Re: Sims 2 Apocalypse Meets BACC

Posted: February 27th, 2019, 3:42 am
by Twilightoutside
I still haven't finished my first apocalypse attempt after over a decade(!) - but let's see...

I might have misremembered, I thought there were already some versions of an Apocalypse/BACC Combo, but so far I only found the rulesets by Darthfluffle and Phaneoh: DarthFluffle's Apocalypse-themed BACC rules
Phaenoh's Apocalypse Challenge - Realistic/Tiered Variant (not really BaCC, but allows lifting restrictions in tandems)

Aside from that: you're right that most BaCC rulesets restrict careers you can take, while the apocalypse restricts stuff you can do unless a career is topped. So I guess, one idea could be, that the rules in the apocalypse that would make it impossible to lift the restrictions imposed by the BaCC on careers be removed or made weaker, like buying community lots (Business), leaving the lot (military), inviting spouses in (hopelessness) or the restriction on Careers by the BaCC's (restrictions for taking military for example, if you fight zombies in an apocalypse etc.)

On the other side, since BaCC's deal from the start or later with multiple households, it sounds reasonable that the obligation to lift careers is distributed among them - unless you want only one or every household to lift all the apocalypse restrictions, but then you're playing one or several apocalypse challenges in a BaCC hood with no real impact on each other....

Another idea could be, that lifting a restriction would require several Sims in that career, thought perhaps not at the top of the career - a general alone can't fight a zombie horde, and an army with everybody being a general doesn't make that much sense either...Cyjons Job Stopinator might help here...

Hope this helps! ^^

Re: Sims 2 Apocalypse Meets BACC

Posted: March 21st, 2019, 11:19 am
by Hollywood3015
Twilightoutside wrote:I still haven't finished my first apocalypse attempt after over a decade(!) - but let's see...

I might have misremembered, I thought there were already some versions of an Apocalypse/BACC Combo, but so far I only found the rulesets by Darthfluffle and Phaneoh: DarthFluffle's Apocalypse-themed BACC rules
Phaenoh's Apocalypse Challenge - Realistic/Tiered Variant (not really BaCC, but allows lifting restrictions in tandems)

Aside from that: you're right that most BaCC rulesets restrict careers you can take, while the apocalypse restricts stuff you can do unless a career is topped. So I guess, one idea could be, that the rules in the apocalypse that would make it impossible to lift the restrictions imposed by the BaCC on careers be removed or made weaker, like buying community lots (Business), leaving the lot (military), inviting spouses in (hopelessness) or the restriction on Careers by the BaCC's (restrictions for taking military for example, if you fight zombies in an apocalypse etc.)

On the other side, since BaCC's deal from the start or later with multiple households, it sounds reasonable that the obligation to lift careers is distributed among them - unless you want only one or every household to lift all the apocalypse restrictions, but then you're playing one or several apocalypse challenges in a BaCC hood with no real impact on each other....

Another idea could be, that lifting a restriction would require several Sims in that career, thought perhaps not at the top of the career - a general alone can't fight a zombie horde, and an army with everybody being a general doesn't make that much sense either...Cyjons Job Stopinator might help here...

Hope this helps! ^^


These are all great ideas! Another thing depends on which bacc ruleset you go with.

There is also that apocalypse mod that restricts things for you.

Re: Sims 2 Apocalypse Meets BACC

Posted: April 9th, 2019, 6:33 pm
by goeswithoutsinging
I'm actually doing something sssssort of like this- or maybe it's more like an Apocalypse-smushed-into-a-Prosperity.

Basically you start with multiple founders/households (I went with six, one for each of the major aspirations), play 'em in rotation, and mostly follow the apocalypse rules as best anyone can follow the apocalypse rules, with the added twist that whenever a restriction is lifted in a household it's also temporarily suppressed in all other households (until the sim who did the lift either passes away or loses their job somehow.)

So for example: Let's say we have three households: We'll call 'em the Allen Household, Beck Household, and Crane Household.

Zachery Allen, of the Allen Household, becomes a World Class Ballet Dancer, topping the Dance career and lifting the restriction for his household.

As long as Zachary remains a World Class Ballet Dancer, the Beck and Crane households can also enjoy the benefits of the lifted Dance restrictions. Buuuut if Zachary dies/loses his job/quits his job/retires, then the restrictions go back in place for the Beck and Crane households. However, it still counts as lifted while you're playing the Allen Household.

I'm still experimenting with this so my main observations are that 1) It seems to be an easier take on the Apocalypse challenge, but 2) It does mean you have a bit more to keep track of.

Re: Sims 2 Apocalypse Meets BACC

Posted: April 15th, 2019, 3:19 pm
by Twilightoutside
Some notes I made:
Spoiler:
I also suggest starting an Apoca-BaCC with multiple households, otherwise, this would be an adult starter apocalypse, which is superhard in its own right already...

Looking at the apocalypse rules, if we compare it against the original BaCC, there are three rules that make combining these two almost impossible:

Hopelessness = Can't move in
Military = Can't move out
Business = Can't buy/open business (since you need a level 10 business by the original rules to open a business career, this would be completely impossible...)

Now the hopelessness and military thing could actually be overcome with several households, if they all have at least a few females there... yeah, this is probably really discriminating, but that way, it might be a nice challenge to keep a household from dying out in the beginning - as for star gazing, even if we lift the music restriction from the apocalypse, chances for alien babies are small for males probably starving and freezing outside...

If we start with at least 4 households, we could also place an army base, and with military open, actually overcome the above obstacles of hopelessness and military....

Criminal could be considered a good starter career to be lifted too... and maybe Adventurer, as in seeking adventure in the apocalypse instead of robbing people...

law enforcement might be only lifted, if military is lifted already, as it should deal rather with civil unrest than zombies... and I know, resident evil thinks otherwise...

Science is possible too, maxed logic if you spent your time playing chess is feasible at least.

Medical on the other hand, which requires 1000 population by the original BaCC , seems a bit too late... perhaps at least 3-5 sick people would already be enough here..

Culinary with its level 5 restaurant by the original BaCC would again be impossible with the Business restriction, but maxed cooking skill could work too, however everyone taking culinary should have it maxed until alevel 5 restaurant opens.

The Business restriction finally could be opened by founding enough new households to place enough unowned commnity lots ~ 5 lots = 20 households?

all the other restrictions could to a certain degree be locked until these have been opened - you can be a great musician, but without an agent selling your cards you can't really top this... easiest way for locking would probably be a population restriction (100 Population, 250 Population, 500 Population, 1000 Population, 5000 Population...)

To avoid overuse of Business Districts and Unis later, I'd actually use my old idea, that you these counts towards the population only once (3 unis = still only Sm +5), while certain requirements (e.g so and so many in a career) lifted will eventually get you specific landmarks/buildings, that add 5 to the Sim-multiplicator , so if we'd get 40+ together, that allows an SM high enough to get 50000 population.

Some ideas for those:

Gamer: Video Game Development Studio | Convention Center
Law: Law Firm | Courthouse
Journalism: Magazine / Newspaper Publisher Headquarters
Education: Elementary / High School
Adventurer: Embassy Office
Music: Record Store | Music Store | Coffee Shop | Summer Camp
Recording Studio | Concert Hall
Artist: Art Supplies Store
Roadside Attraction & Gift Shop (“Lucille, Largest Llama in the World”)
Comic Publisher Headquarters | Photography Studio | Art Gallery
Natural Scientist: Laboratory (Animals)
Show Business: Film Studio | Broadway / Theatre
Paranormal: Tarot Reading Shop
Entertainment: Pub (Open Mic Night) | Lounge
Dance: Dance Studio | Ballroom
Oceanography: Aquarium (Dolphin Tank)
Intelligence: Detective Office | SCIA Headquarters
Architecture: Construction Site | Architecture Firm
Athletic: Sport Stadium / Field
Business: Corporation Headquarters | Franchise Office
Criminal: Dog Track / Horse Racetrack | Bank
Abandoned Warehouse | Docks / Airport (Smuggling)
Culinary: Restaurant | Fast Food
Slacker: Golf Course | Gas Station | Convenience Store
Record Store | Movie Theater (Projectionist)
Politics: Campaign Office | City Hall
Capitol Building
Science: Research Lab | Technology Lab (Inventor)
Mad Scientist Lab
Law Enforcement: Police Academy | Police Station
Military: Military Base | Air Force Base
Space Science Headquarters (Astronaut)
Medicine: Hospital | Research Clinic

just a few scribbles for now...

Re: Sims 2 Apocalypse Meets BACC

Posted: April 19th, 2019, 1:18 pm
by Lorinsv
I would like playing a challenge based on your scribbles - the buildings/businesses based on the jobs within the careers is a great idea! :plumbob2: :drinks:

Although for me, instead of trying to blend the two official challenges and their respective scoring and restrictions, I would use it more as the theme for a "Post-Apocalypse Rebuild" challenge with the aforementioned items as goals to meet, and see then how your city turns out upon completion, based on your choices.

Re: Sims 2 Apocalypse Meets BACC

Posted: April 19th, 2019, 2:01 pm
by Hollywood3015
Lorinsv wrote:I would like playing a challenge based on your scribbles - the buildings/businesses based on the jobs within the careers is a great idea! :plumbob2: :drinks:

Although for me, instead of trying to blend the two official challenges and their respective scoring and restrictions, I would use it more as the theme for a "Post-Apocalypse Rebuild" challenge with the aforementioned items as goals to meet, and see then how your city turns out upon completion, based on your choices.
Now those are rules I'd be interested in seeing

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Re: Sims 2 Apocalypse Meets BACC

Posted: April 22nd, 2019, 2:45 am
by Twilightoutside
More scribbles (als THX for the response, people)

Old scribbles:
Spoiler:
I don't just want to blend the rules of both challenges either, but it's a good start to see what goes and what doesn't from the classics...

So perhaps in an Apo BaCC, careers restrict stuff like an apocalypse, but taking the careers is restricted too, as the infrastructure for jobs and of course the city is destroyed...

Thinking about a 3-part system:

1.) requirements for taking a career - like in the classical BaCC, these are population numbers, community lots (stadium, army base etc..), events (fires, burglaries), skills (max logic/charisma)
- if these occur, a single or limited number of sims can take a career, if it shows up in the newspaper (still restricted to only the first career being available like with journalism and science?)

2.) lifting restrictions: To make this more a teamwork thing for a BaCC, restrictions dictated by this career are only lifted if:
- a Sim tops the career AND
- several Sims also enter the career AND their job levels added together are equal or bigger than a certain number ~ for example 50, so you need a level 10 topper, 5 level 7 and 1 level 5...

[Note: the idea, that only the household profits permanently, where a Sim has topped a career, while the others need to top it as well and it's only suspended till that Sim drops out or dies, is good too, but I still remember the uproar about Pinstars criminal/pet career suspension rule and how difficult it was to keep track... admittedly, keeping track of the number of Career levels added together sounds difficult too....]

EDIT: Another Idea: a topped career is not absolutely necessary, but provide an extra bonus (+5 job openings?)... makes it not necessary to top it, but you still end up with several people topping the career to get the numbers together

3.) restriction for City - again, to get rid of the BaCC's need to place an insane amount of Business districts and universities, I propose Landmarks counting towards the SM, while Districts and Unis only count one time... landmarks can already be the above community lots that restrict taking a career.

EDIT EDIT: Another idea for the move in/move out problems from above - since you wouldn't need to be blood related to a founder anymore for the teamwork lift, adoption of apocalypse orphans could help a single male household to survive... and also overcomes the problem that most challenges make adoption unnecessary or unwanted... poor orphans...
Newer scribbles:
Spoiler:
Sifting through the apocalypse rules, I went for another 'change as little as possible' approach - here's what I came up with so far:

Base rules:
- Everyone playable can lift restrictions.
- One topped career is not enough/required; you need to add the levels of all playable Sims in one career in the hood together; if it is higher than 100 (hopelessness 50), the career restrictions are lifted
- A Sim can only contribute up to 10 level points for lifting a career when he topped it; teen/elder careers count as level 1-3 of the adult career.
- Several contributions to different careers by the same Sim are possible.
- A townie/NPC moved in with a job doesn't count with that job; they need to quit immediately and only their new job counts

- Hopelessness: you can't have more than 4 households in the hood.
- Even with Hopelessness in place, you can adopt; Social workers are desperate to give apocalypse orphans a home, but nobody else wants to take them.

- Music: only after lifting music, a Household with a rock god cam surpress the artist restriction for said household

- Military: You can visit community lots, if you use a car.

- Culinary: you can prepare food on a grill on community lots once per day, not on the first day if you already ate at home.

- Adventure: Tents and hotels are restricted

BaCC related Rules:
- CAS-Points: You Start with 10 CAS Points; if a CAS-Sim dies, you don't get the CAS Point back
- Earning CAS-Points: If a household dies out or consists only of an uncontrollable Elder, you earn a CAS Point = even with all Sims dead, you can always add one more household.

Re: Sims 2 Apocalypse Meets BACC

Posted: September 28th, 2019, 11:33 pm
by Hollywood3015
You could do it where 4 households have to lift a career for it to be unlocked by all.

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Re: Sims 2 Apocalypse Meets BACC

Posted: February 1st, 2020, 7:24 am
by Rex
I've been thinking about this a lot lately and here are some thoughts:
  • If you do a teen start, your founder can unlock a position in Science and Entertainment by maxing out logic and charisma
  • Once Science is topped, you can buy the necessary supplies for the Gamer career AND a position in Intelligence is unlocked
  • Due to the potential for robberies, fires, and electrocutions, a position in Law Enforcement can always be unlocked naturally and therefore Pet Security can, too
  • Show Business would unlock a position due to topping Entertainment and Paranormal by having 5 graves on the lot, but you need a diploma for these careers. Unless your spouses are college townies, it is only sentimental for now
  • Pet Show Biz could also be unlocked naturally by training a pet in all their tricks
So that takes care of five careers (and two pet careers) that are naturally in line between the two rule sets. So what can be done about the others? Well...:
  • Each successive week you play, the SM doubles as a reward for not killing all your sims. Starting at an SM of 1, it would be 4 by the time your teen founder reaches adulthood & 64 by the time they reach elderhood. This would mean that a position in Criminal would be unlocked when the population is at 100, Education when the population is 250, Pet Service at 500, Journalism, Politics and Medical when the population is 1000, and Slacker at 25000 once a Downtown is unlocked (typically around week 14 of the challenge).
  • Once Education is topped, you could theoretically tax money from your household toward a university due to jobs, writing novels, and chance cards. Having a university would give you 5 CAS sims which you obviously would place on different lots and a position in Architecture and Law for any graduates. This would bring the total number of lots to 6 meaning you can place an NPC lot (ideally Military). Once Military is topped, you can move some of your main family sims out to create two more households and then unlock a position in either Athletic, Adventure, or Music. If you have unlocked a Downtown, you can use some of those 20 CAS sims to make the necessary households.
  • If you reach a population of 50000 using the SM doubling method I proposed, at 50000 you would also unlock a university without having to use taxes. It would also mean the end of the BaCC restrictions meaning you could go on to pure apocalypse play. Careers in Business, Culinary, Artist, Natural Science, and Dance would all become available. Oceanography would then be the final restriction unlocked by the main family due to needing both Natural Science and Music topped to unlock it, I think.