The Build a City Challenge

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The Build a City Challenge

Postby PnkPnthr334 on April 30th, 2008, 1:07 pm

I’d like to start out by saying that I did NOT create this challenge. It was originally posted HERE on the BBS by clintcasey85. With that said I give credit to pices_sum for posting the link to the rules in the Challenge Chat, and to Kat Grin for the suggestion to make a topic for this challenge. I have simply re-typed the rules to make them more organized and easier to follow. If there are areas that are unclear, let me know and I’ll fix it. If you have a question concerning some of the rules, I’ll do my best to answer them, but if I can’t I’ll add them to list of areas to be discussed. Now on to the challenge!

The goal of this challenge is to start with a completely blank neighborhood and a single Sim and to create an entire “Sim City.”

Starting Out
-You must create an entirely new Neighborhood to start with. It can be on any template you choose, but you MAY NOT add a University, Downtown, Shopping District, or any community lots. However, if you have Bon Voyage, you MAY add vacation destinations.
-Create a single Sim to be your founder and move them onto an empty lot. The Sim can be made however you choose (looks and personality) and their home lot can be any size (the smaller the better since money will be tight).
-As your neighborhood expands, you must play EVERY household for the same amount of time. If you move in townies just for their money and move them back out, they CANNOT just sit in the Sim Bin. ALL Sims MUST be played.
-When Sims have children, it is up to you whether or not they remain at home or move out. Keeping them home means a higher lot value which can earn a university (rules in a later section). Moving them out means more households and more community lots. Choose which works best for you.
-New households after the founder, may be pre-built houses or blank lots.
-At the beginning ALL careers are locked, meaning no job for your founder. You must find other ways to make money (painting, novels, business, treasure hunting, etc). We’ll get to how to unlock careers soon, but first we must cover a few other subjects.
-Sims may not have fire detectors or burglar alarms until the first position in the Law Enforcement Career is unlocked (rules in the career section).
-Sims may not call for any services except for the Nanny and Adoption. Service calls are unlocked when the population reaches 500 (figuring out population is in the next section). Pizza and Chinese Food delivery are unlocked with a population of 3,000.
-Servos are allowed and do count in the population.

The Sim Multiplier
-The goal of this challenge is create a city with a population of atleast 50,000. Of course you won’t literally have that many Sims to worry about. This number is purely figurative and that is where the Sim Multiplier (SM) will come into play.
-The SM is just a number that you will multiply your number of playable Sims by in order to get the city’s population.
-At the start of the challenge, the SM is 1. As you progress and unlock certain additions for your neighborhood you’ll increase your SM. Points for your SM are added as follows:
+1 for your first community lot
+1 when you reach a total of 5 community lots
+1 for every additional 5 community lots
+5 for adding a Downtown
+5 for each Business District
+5 for each University
-From now on when population is mentioned, it simply means your total number of playable Sims multiplied by your SM.

Unlocking Neighborhood Additions
Community Lots: There are two ways to unlock a community lot. The first way is to place any community lot, have a Sim purchase it, and start a business on it. The second way is every 4 Sim households earns one community lot. If you place a community lot using the second way, it does not need to be own by a playable Sim, but if you want a Sim to have a business there they can. In addition to adding to your SM, for each community lot you also earn 1 CAS Sim. [You don’t have to add the new Sims as you earn them. You can save up and add whole families if you choose.]
Business Districts: You unlock a business district by having 5 player owned community lot businesses of any rank, and having the Business Career unlocked (rules in the career section). You MAY earn multiple business districts. To do this you will need 5 additional businesses on community lots and another Business Tycoon. For example: If you want to add a 2nd business district you’ll need 10 community lot businesses and 2 Business Tycoons; to add a 3rd you’ll need 15 businesses and 3 Business Tycoons, etc.
In addition to adding to your SM, for each business district you also earn 5 CAS Sims. [You don’t have to add the new Sims as you earn them. You can save up and add whole families if you choose.]
Downtown: Adding a downtown only requires that your city’s population reaches 25,000. Unlike other additions, you may only earn a single downtown. In addition to adding to your SM, the downtown also earns you 20 CAS Sims. [You don’t have to add the new Sims as you earn them. You can save up and add whole families if you choose.]
Universities: Adding universities to your neighborhood may be the hardest to unlock because they are expensive to build. There are three ways to go about raising enough funds for a university.
1) You can take a weekly tax from each household. This tax would be 5% of their lot value. To do this you may use the familyfunds cheat, a hacked object (ex. ATM), or buy an item(s) that equals the tax value and leave in your Sims inventory. Once you have collected $1,000,000 in taxes you may add your public university. If you choose this method make sure you keep track of how much you’ve collected, and a calculator will be useful.
2) Reach a population of 50,000, and the state will build your neighborhood a public university for free. This option is only good if you simply want to meet the population goal, as this would mark the end. However, if you play beyong the goal, this method may work for you.
3) Have a wealthy Sim donate $1,000,000 to either build a public or private university. Move this Sim to a smaller lot if you need to, in order to subtract the money from their funds using any method you choose.
A public university will accept any Sim. However, if you choose to have a wealthy Sim build a private university, they (you) get to decide who gets to enroll and who doesn’t. The founder of the private university gets $50,000 per Sim who enrolls.
You may earn multiple universities using any of the three methods mentioned. In addition to adding to your SM, for each university you also earn 5 CAS Sims (students perhaps). [You don’t have to add the new Sims as you earn them. You can save up and add whole families if you choose.]

Unlocking Careers
Athletic: The Athletic Career path is unlocked as soon as a sports themed community lot is placed. The actual “sport” being played can be anything from Bowling, Darts, even Kicky Ball (use your imagination). The lot can look however you wish but it must be on a 5x5 (or larger) lot, contain an area for competitive games, and be worth $250,000.
Business:A new position opens in the Business Career track every time a player owned business reaches level 10(home or community lot). When a playable Sim reaches the top of the career, it is then unlocked to every one.
Criminal: Wherever there are people there is also crime. When the population of the town reaches 100 one spot on the Criminal Career track opens. Every time a Sim reaches the top of the Criminal Career, they open an additional position in both the Criminal and the Law Enforcement careers. The Criminal Career track is never truly unlocked, but can have many open positions.
Culinary: The Culinary Career earns an open position for each player owned restaurant business that reaches level 5. When a playable Sim reaches the top of the career, it is then unlocked to every one.
Law Enforcement:A position in Law Enforcement is unlocked when one of the following events occurs.
1) There have been 3 burglaries.
2) The population reaches 500.
3) There have been 3 fires in someone’s home.***
4) A playable Sim reaches the top of the Criminal career.
Like Crime, Law enforcement is never truly unlocked, but can have many positions available rather quickly.
Medical: The first position in Medical is unlocked when the town population reaches 1,000. Another position is opened at 5,000 and an additional position is opened every 5,000 after that. The career as a whole is unlocked when the town acquires a university.
Military: The Military Career track is unlocked when a community lot is placed that represents a military base. It takes the place of a NPC community lot that you can add once you accumulate 4 households, but it does not contribute to the total number of community lots present and can never be purchased by a playable Sim.
Politics: Politics is completely unlocked as a career choice when the town reaches of population of 1,000. However, there cannot be more than one playable Sim as Mayor at the same time.
Science: A Science Career position will be earned every time any Sim transitions into Adulthood with maxed Logic. A position can also be opened for every 3 electroctions by electronics or lightening. When a playable Sim graduates from a university, the career is unlocked to every one.
Slacker: A position in the Slacker Career is opened every time a community lot is created for the soul purpose of being a “Club”. It is unlocked completely when a Downtown Area is Unlocked.
Adventure:To open a position in the Adventure Career, a community lot must be placed to represent a Museum. This lot must be at least $250,000. When a playable Sim reaches the top of the career, it is then unlocked to every one.
Education: Once the population of the town reaches 250 a position in the Education Career opens. The career gains an additional opening for every 250 in population. This career is always open to any Sim who has a diploma regardless of population.
Gamer: For a Sim to become a Gamer they must own all of the following items either in their inventory, the lot they live on, or a community lot that they own the deed to: the expensive computer, video game console, a pinball machine, and an arcade game.
Journalism: When the town reaches a population of 1,000 the first position in Journalism is unlocked. An additional spot is added every 1,000 in population thereafter. Every time someone reaches the top of the Law Enforcement, Criminal, or Show Business career tracks an additional position can be added. If someone reaches the top of either careers before the town reaches a population of 1,000 they do not count towards the total number of Journalist openings until the population requirement is met.
Law: The Law Career is open to any Sim with a diploma.
Music: The Music Career is unlocked when a music venue community lot is placed. To be considered a music venue there must be a stage and at least 3 music instruments. This lot can serve other purposes other than just music, such as a park or club (won’t count for the slacker career).

University Careers:
Artist: A position is opened for every art gallery business that reaches Rank 5. It is always open to Sims with maxed creativity who have also sold 10 masterpieces.
Natural Science: A position is opened for every nursery, flower, or landscaping business that reaches Rank 5. It is always open to Sims with gold gardening badges.
Paranormal: The first position is opened when a cemetery is added and there are 5 graves in the neighborhood. After the first position opens, another is opened for every 10 additional graves. The graves do not have to be sent to the cemetery and pet graves do NOT count.
Show Business: A position is open for every Prestidigator (entertainment) and Professional Party Guest. Whenever a Sim reaches the top of the career, a position is opened in Journalism after the population reaches 1,000.


-Of course Show Business, Paranormal, Natural Science and Artist are only available to Sims who have a diploma.
-If you move in a townie that has a job in a career that does has not been unlocked, they MUST quit. If you move in a townie and they have a job in a career that already has all its available positions filled, either they must quit or have another Sim with that career quit. The fairest way is to have the person with lowest rank quit.
-Teen and Elder jobs count as a position filled in any given career.

Pet Careers:
Show Biz: Only "talented" pets who have learned all their tricks may enter this career (excluding toilet training for cats).
Service: Career opened once phone service options are unlocked when the population reaches 500.
Security: 1) Job opened for all pets when there at least 5 sims in Law Enforcement. OR...
2) Owner must be in Law Enforcement.

Free Time Careers

Architecture: A position in Architecture will be opened for every 10 lots, residential or community, and each neighborhood addition (University, Downtown, Business District). The residential lots must be occupied. The community lots must be complete and functional (no blank lots), and can be player owned. Apartments only count as one lot, no matter how many playable families live in the building.
Dance: A position in the Dance Career is opened whenever a Sim owned dance studio opens and reaches Rank 5.When a playable Sim reaches the top of the career, it is unlocked to everyone.
Entertainment: A position is opened whenever a Sim transitions into adulthood with maximum charisma. The career is never unlocked.
Intelligence: A position in the Intelligence Career is opened each time a Sim reaches the top of the Military, Criminal, or Science Career.
Oceanography: The career is open to any Sim with a gold fishing badge. The career is unlocked when a Sim tops the Natural Science career.

Apartment Life
-Each family living in an apartment counts as a seperate household when calculating how many NPC community lots you can have.
-However, each apartment building only counts as ONE lot towards the Architecture career.
-You may not have Sims ask the landlord to do repairs or any other chore around the apartment until Service calls are unlocked at a Population of 500. The landlord doing his daily rounds of cleaning up outside is okay.


***Fire List
-Fires in a Sims home. COUNT.
-Fires started as a Sim repairs an object. COUNT.
-Fires caused by lightening. DO NOT COUNT.
-Fires caused by a Sim BBQing outside. COUNT.
-Fires caused by Cafeteria workers. DO NOT COUNT.
-Fires on business lots caused by the controllable Sim. COUNT.
-Fires on business lots caused by employees or customers. DO NOT COUNT.
-Fires caused by a witch's spell. DO NOT COUNT.

Keep us updated or find out about other's neighborhoods HERE.
Last edited by PnkPnthr334 on July 24th, 2009, 12:49 pm, edited 13 times in total.
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Re: The Build a City Challenge

Postby Kat Grin on April 30th, 2008, 4:35 pm

Oooooh great!!!

First, my FT careers requirements:
Architecture - Position opened - for all sims with relevant degree (art, mathematics); Career unlocked - never. (I figured a City Planer would need a college degree, so basicaly this career is completely unavailable untill you unlock university, and that can be quite long...)
Dance - Position opened - for all sims who won dance competition (too easy?) Career unlocked - when community lot representing night club is opened downtown (too hard?) I'll definately stick to your idea instead.
Entertainment - Position opened - for all sims who transition into adulthood with 10 Charisma. Career unlocked - never (or when a sim reaches top of this career?)
Inteligence - My idea was that the total of 2 positions are opened when university, 2 business districts and downtown are acquired. Stupid. I'm sticking to yours instead.
Oceanography - My idea was that position is opened for all sims with relevant degree (biology) who have travelled to all 3 vacation destinatios before they reached adulthood, but this sound incredibly stupid now. So I'm sticking to yours. How about this - a position is opened whenever someone maxes Natural Science, but the path is never truly unlocked?

Also, pet careers are always opened. I don't think so. So I thought of some requirements:
Show Biz - Slot is opened whenever there are 4 sims in show business, or 4 sims in entertainment, or 4 sims in dance.
Service Animal - Job opened for all pets when there are at least 12 elder sims in town.
Security - Job opened for all pets when there at least 5 sims in Law Enforcement.
I realize that these are kind of circumstancial, for instance you may have 12 elders in one session, and you end up with less than 12 elders and pets employed as service animals in next session. In this case, already employed animals may keep the job, but no additional animals may be hired untill there are 12 elders in town again. Same goes for the other 2 pets careers. This, ofcourse, needs discusion.

About one of the ways to unlock a position in Law Enforcement - "There's a fire in someone's house". I think that this is very, very easy. How about 3 fires in town (3 fires in someone's house also count)?

I haven't thought of teen and elder jobs at all! I'll probably count them as position filled in unlocked careers.

That was my small contribution to this. Thank you for posting this here! I hope it will draw some well deserved attention.
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Re: The Build a City Challenge

Postby PnkPnthr334 on April 30th, 2008, 6:02 pm

Well the thing about pet jobs always being open was from the creator not me, and I also thought that it was a bit weird that the pets can always work when Sims can't. I really like your suggestion for the pet Security job. It makes a lot of sense since police may need animal back up with all the new criminals in town. I'm not too sure about Show Biz and Service though. I like your logic behind Service but it may be hard to keep track of since Elders will die, adults will turn to Edlers, and the number will just fluctuate too much. How about for a pet to be in the Service Career, the service options on the phone must be unlocked (town population reaches 500)? For Show Biz...hmm...maybe only "talented" pets can get a job in that career, meaning they've learned all their tricks (excluding toilet training for cats)?

I agree that having a fire unlock a position is too easy, since we can force fires to happen in the house. Maybe we can tweak the rules to say that a fire only counts for ONE position total, and every position after that must be earned some other way?

I like your suggestion for the Architecture Career. It makes sense and is more of a challenge, and isn't just "handed" to your Sims like my suggestion. Another idea I had for this career was maybe that once you earn 10 community lots a position opens, and for each 10 another position opens, and then once you unlock either a Business District, or Downtown it gets completely open since of course you need City Planners to expand the town.

I have this challenge started with my Simself as the founder and Goopy as my husband, we currently have 3 daughters, one which is a teen. I want her to have a job since the house definitely needs money, and it would be nice if the town founder was the one to fund the first University. I just can't think of any other way teen and elder jobs can fit into this challenge other then that teens and elders can only take jobs in unlocked careers or they'd be stealing one of the rare positions in other careers. It hasn't become a factor yet in my game since I've only managed to unlock one position in Law Enforcement which Goopy took. We also have a dog in the Show Biz career, since it wasn't against the rules (despite my better judgment), to bring in money.
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Re: The Build a City Challenge

Postby Kat Grin on April 30th, 2008, 7:42 pm

Yep, I know that pet jobs being open are from the original creator, and I'm aware that my ideas for pet job restrictions are hard to keep track of, but I couldn't think of anything else :D Your Show Biz idea is perfect, I'll stick to it. But I'd really like to tie Service Animals to elder sims, or to medical career, I'll try to think of something when my brain starts responding.
And for architecture - how about, position opened for every 10 community lots AND for every subhood (any type) AND for all sims with degree in arts and mathematics?
My progress so far - not very much. Currently I'm toying with the idea of making a database before I go any further. I've made custom townies, using the prosperity randomizer, and I make them age together with my founder, with hacks. I figured I could really use a database because of that. Founder's 20 000$ are spent on a beach lot with a crappy trailer and a comunal shower. Oh and I only make townies show up in Summer, like "tourists", 'cause I don't like the concept of a bunch of random people running around in the middle of nowhere. Seasons are Spring/Summer/Autumn/Winter, so he had absolutely no income for the first 5 days, which resulted in repoman's visit. Then the tourists came, he sold them all the seashells he found and all the fish he caught, and now he has 3000. He also met two ladies - there was a summer fling with a cute teen who really likes him, but he has two bolts for the lady who is married and with children and older than he is. I still can't decide who will carry his spawn. I kind of like the older lady better, she seems strong enough to survive in these harsh conditions ;) But I'm kind of worried with the number of days before I "must" age her to elder. We'll see...
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Re: The Build a City Challenge

Postby PnkPnthr334 on April 30th, 2008, 8:22 pm

Okay, we've got pet Show Biz and Security down, but this pesky Service Career, hmm? That one is hard, we'll just come back to that one.

For Architecture I think that idea will work the best, it's not too hard, but still keeps it limited.

Wow, you're really into it!!! I couldn't imagine adding even more restrictions on top of the ones we already have, but good luck. I had started on a beach lot, but then I didn't have enough money for a decent house and a robot bench, so I moved my founder to a small regular lot.
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Re: The Build a City Challenge

Postby Mzyra on May 3rd, 2008, 1:01 pm

I'd be interested except I don't have Open For Business on my computer so I can't unlock some careers at all, which would be a bit mean :(
Sounds good otherwise though. Might give it a try when that is clarified!
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Re: The Build a City Challenge

Postby PnkPnthr334 on May 3rd, 2008, 1:54 pm

Well then it'll be nearly impossible to do this challenge, since it's pretty much based around OFB. That was actually part of it's appeal to me since I rarely start businesses since I'm not very good at them, so this challenge forces me to give them a try. Maybe we can try to think up an alternative rule set for people who don't have OFB?
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Re: The Build a City Challenge

Postby Kat Grin on May 3rd, 2008, 4:30 pm

Me again :D

Well, instead of writing a whole new set of rules, how about just opening "pretend businesses". Just slap, for instance, a normal unowned clothes shop or a bar or whatever but your sims must "fund" it (just familyfund out the particular community lot value) and there you go. For the businesses rank system and the actual income your sims get, uhm, you got me there :) But you can get creative, say, you can only "fund" your starting businesses with no more than 10 000$ and that's your rank 1. When you get enough money you can upgrade it to a networth of no more than 20 000$ (familyfund out again) and that's your rank 2, and so on...
Here are some pre-OFB business ideas, posted by lovely Plasticbox, here.

Before OfB, I did most payments and trades between sims via the inventories: select the visiting sim, put stuff in and out their inventory, deselect, done. Very stone-age method, but it works .. I use Dolphin26's Control This Sim (mts2) to control the visiting sim, and for "currency" I picked some objects that I don't use otherwise: for example, if someone breaks their shower, I summon the repairman, select him + have him fix the shower, then buy a cheap red couch table (worth 60§), put it in his inventory, deselect him and goodbye. When I get back to playing the repairman's lot, I check his inventory for red couch tables and sell them -> that's what he earned last week.


I also used this method for distributing food: pre-seasons, my farm worked with Echo's harvestable crops; the farm had 3 or 4 fridges that they filled with food, and whenever I left the farm lot I put all full fridges in the farmer's inventory. Then when some other sim runs out of food, they buy a 500§ sculpture, summon the farmer, and swap a full fridge from his inventory for their own empty one plus the sculpture.


Ok, I'm going too far, sorry :D Back to the original creators rules - what do you guys think about population requirements? Are they achiavable? I never played in a heavily populated neighbourhood so I have no idea.
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Re: The Build a City Challenge

Postby PnkPnthr334 on May 3rd, 2008, 6:32 pm

I dunno if it'd be possible to come up with a simple, yet equal, alternative for people without OFB, but the money thing sounds like a good way.

I do think the population requirements are achievable. You can add to the multiplier quite easily if you have families purchase lots of community lots. They don't really have to visit them and make the business rank go up (atleast the rules dont say so). Just have a few households be able to afford a bunch of small lots with some entertainment on them, and voila, instant high SM. I personally like making large families, so I'll end up with lots of Sims anyways, and in turn lots of households which means lots of community lots. It's also fun for me to switch between a lot of different families instead of just a few, so I can't wait for my town to start growing.

I'm actually playing right now (i couldn't stay away) and my Simself's second daughter is becoming a teen in a few mins, and the youngest is becoming a child. She's also half way done with that first Servo!!! I hope it comes with a gold badge in something, cuz then I'm going to have it start open up a business. I don't know what kind yet, but Goopy came with a silver bagde in Cosmetology, and a gold in Restocking....and of course my Simself has gold in Robotics...so maybe a Hair Salon/Robot Shop LoL

EDIT: I now have two Servos!!! A girl with no badges, and a boy with a gold Toymaking badge, so I guess that means they're going to open up a Toy Store. I'm going to try to get it to Rank 10, so I can open up Business. They're also going to help out one of my daughter's who I want to open up a Resteraunt. Her LTW is to be a Celebrity Chef and her little sister's hobby and my hobby is Cuisine, so it'll be perfect!!!
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Re: The Build a City Challenge

Postby Killerpenguin on May 23rd, 2008, 9:46 pm

This looks like a awesome challenge one question thou, when it says that you unlock another position does that mean another sim can chose the job or that you can get a promotion?
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Re: The Build a City Challenge

Postby PnkPnthr334 on May 23rd, 2008, 10:35 pm

Killerpenguin wrote:This looks like a awesome challenge one question thou, when it says that you unlock another position does that mean another sim can chose the job or that you can get a promotion?


It means that another Sim can enter the career. You can get promotions freely as long as the job is open, except for Politics since only one Sim can be at the top at any given time.
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Re: The Build a City Challenge

Postby GreenieGenie on May 30th, 2008, 3:36 am

Wow! This sounds like a great challenge! The thing that worries me most is the population, even with the multipliers. I never build business districts because they have no extra use. In my case I would need about 3000 playables. Well, that's not the fun part; the fun part sounds like getting out there and building community lots.

A great find. I will consider trying it. I'm just too busy with my current challenges. This challenge would juxtapose perfectly with the Prosperity Challenge, IMHO. If only I had so much spare time...
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Re: The Build a City Challenge

Postby PnkPnthr334 on May 30th, 2008, 8:15 pm

Well I guess you wouldn't really need to add the business districts. You can just remember that you earned one and add the points. :) Good luck with your other challenges!!!
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Re: The Build a City Challenge

Postby Killerpenguin on June 6th, 2008, 7:55 pm

Goodie, i'll start this challenge when i get back home!

P.S; you and Goopy look cute together :D
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Re: The Build a City Challenge

Postby PnkPnthr334 on June 6th, 2008, 8:52 pm

Aww, thank you!!! And good luck with your challenge; it's uber fun. :)
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Re: The Build a City Challenge

Postby Killerpenguin on June 10th, 2008, 11:09 pm

It does sound Uber fun and it gives me a excuse to play me and Komei without any cheats *shifty*

Edit: im confused with the SM :( how does it work?

Edit Edit:if i move in/marry a townie and he comes with a job, does he quit the job or does he keep it?

Edit Edit Edit: (yes i am enjoying this challenge) I just had twin girls! Lyn and Florina, They both got my skintone.my eyes and my hair, now to see what facial structure they get xD
But still dont unlock anything o-o we only have 882 simolonions, I forgot about the dream catcher xD
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Re: The Build a City Challenge

Postby pisces_sum on June 15th, 2008, 7:45 pm

Wow! I'm surprised someone else liked the challenge! I'm behooved (as well as delighted) to get involved in it!

To answer your question, Killerpenguin, Your townie can keep the job if the position is unlocked (eg, there's a break-in and you move in a police officer or moving him/her in brings your population up to 250 and she's a subsitute teacher or something).

The Sim Multiplier is kind of complicated. You're never going to have 1000 player sims active at any time, so you get bonus multipliers. It's a bit algebreic. Say x is your number of sims, n is the neighborhood, C is your first community lot, c is your fifth community lot, and l is every fifth community lot afterwards, b is your number of bluewater districts, d is your number of downtowns and u is your number of universities...

Population=x(n+C+c+l+5b+5d+5u)

The max n, C, c, d can be is 1, but assuming you unlock them, you've got no limit for l, b and u. So, say you've been playing a while. You've got 3 bluewater districts, 25 community lots, no downtown yet, one university, and 30 player sims, the equation would look like so:
Population=30 sims (1 neighborhood+1 first lot+1 fifth lot+4 every fifth lot afterwards+[5*3 bluewater districts]+ [5*0 downtowns]+ [5*1 university]) or
Population=30(1+1+1+4+15+0+5) or
Population=30(27) or
Population=810.

[Edit] Okay so, the restictions... I think that the upping the fires number to 3 makes sense. I think the idea behind the teen/elder jobs is like this... Most of the time, you're going to have your teens/elders working in your home business. Once you unlock careers, your neighborhood probably has room (and the finances) to let your teens/elders get jobs in the unlocked feilds, but before then, you probably won't want to. If you want a teen to jump from their teen career to a higher level adult job, then the slot is worth it, otherwise you're wasting a slot before you ship the kid off to college (where they'll get a similar career boost and can have an unlocked career). Elders... eh, I figure they should keep their old jobs, work in the family businesses, or watch the kids. I don't think anything about teen/elder jobs should change. I confess, Pet jobs don't affect me, I uninstalled Pets.

Free Time Jobs! Here's my input:
Architecture: For every tenth house you build (they must be inhabited), a slot in architecture is opened up. It's unlocked to folks with a diploma.
Dance: I think there has to be a distinction between clubs and dance studios... If a sim gets a dance studio to level ten, a slot for the Dance career is opened. Another slot is opened to each sim who maxes their hobby enthusiasm in Music/Dance after the first slot. (My reasoning is that the level ten lot sparks interest in an otherwise typical activity... You know, the kid who grows up taking ballet desides that she's going to do this for a living, and make the world love it too.) The career is unlocked when someone reaches the top of the career.
I'm with PnkPnthr334 on Entertainment and Intellegence, except I think Intellegence should also have a slot unlocked when someone maxes Science as well (the Gov't wants to keep an eye on those mad scientists... and their technology.)
I think a slot of Oceanography should be unlocked when a marine park (a beach, a pond, a water park ala Sea World, that kind of thing) reaches level ten. An additional slot opens when someone maxes Nat. Sci. after the first slot is opened. (Like dance, the first oceanographer grew up next to the water and opens the worlds eyes to the ocean's marvels.) The career is unlocked when someone maxes the career.
[End edit...]

My own neighborhood is on hold... I've had to restart since my posts on the BBS because I wanted to uninstall Pets and upload Free Time. So, so far I've got a population of 6. Yep, 6. Three sims, one community lot in one neighborhood... Look, I told y'all I had to restart! Anyway, it's a colonial theme still, so my characters are Alan Henrick and his wife Tiffany (the lady from the garden club...) and Richard Parkes (another houshold).

If anyone's interested... Here's the first chapter! http://thesims2.ea.com/exchange/story_detail.php?asset_id=225021&asset_type=story&user_id=368873
The Colony of Henrick's Pass, a Build a City Challenge- Will Henrick's Pass become a thriving center of commerce or disappear into the hazy cloud of history? http://www.forums.boolprop.com/viewtopic.php?f=181&t=32840
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Re: The Build a City Challenge

Postby PnkPnthr334 on June 15th, 2008, 9:48 pm

Hmm, just today I was thinking that a Mad Scientist should unlock a position in Intelligence too!!! *adds your ideas*

And good re-start on your challenge!!! It was a fun read. :D

My population is now 66. 33 playable Sims and a SM of 2. I have 4 community lots, soon to be 5 once I open up Bigfoot's Boogie Hut which is the dance studio. 8-)
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Re: The Build a City Challenge

Postby shella4711 on June 15th, 2008, 10:06 pm

This sounds fun. I just started one of my own with a rockabilly version of my simself as a starting sim. I married Benjamin Long because he's the only man I know and we've already had one kid.
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Re: The Build a City Challenge

Postby PnkPnthr334 on June 15th, 2008, 11:36 pm

Good luck with your challenge!!!

Benjamin Long married my founder/Simself's oldest daughter. :)
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