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tempusetspatiumsims · 4 years
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Early Modern Era
“The Late middle ages gun power changed war and aristocracy and feudalism became less important. Bringing change to a new era where Technology, economy, art and science developed, Cities were founded on new places of the world and existing cities grew larger and richer.”
When entering this era, go into build mode and rebuild all houses in an Early modern style like Italian Renaissance or Classic British Tudor, making sure that it adheres to the rules of this era. You may also if you want to, replace other lots and households in your neighborhood with ones in an Early Modern style.
Early Modern Era Stages. 
The Early Modern Era is divided into 3 Stages.   Renaissance & Age of Discoveries , Baroque, and Age of Enlightenment & Revolution. Each of these stages is unlocked each time after a new generation reaches the young adult age.
Gen 13 & 14 - Renaissance & Age of Discoveries
“The hungry for new commercial routes, more resources and a re-discovery of the arts is what characterize these generations. Your sims will be able to discover the magic on the new horizons or re discover their souls trought the arts.”
Now you can Create Spellcasters Sims and they are allowed to join any household. But, they are bound to the Social Class rules of the Household you choose. If a member of the Clergy watches a spellcaster doing magic or a Vampire feeding themselves from an Sim and they have a low or bad relationship they can accuse the spellcaster or Vampire of witchcraft and get burned at the stake. 
o Aspirational Changes  - “Times have changed since past century, Sims now have found new ways to create new ways to find themselves. Some might do that by traveling and discovering distant lands, others by leaving their hearts and soul on the canvas or simply filling their minds with a good set of skills.” 
 Sims may now have the Jungle Adventure, Painter Extraordinaire, Musical Genius, Renaissance Sim, Spellcraft and Sorcery and Purveyor of Potions Aspirations.
o Social Classes Changes  - The social classes remain untouched on this stage however, many rules would be modified/added for each rank.
o New Careers - “The hungry for new forms of art, the patreons dying to invest and the new advancement on painting techniques has made a boom for paintings and art, many sims are now taking more artistic jobs”
Nobles and Merchants may now join the, Painter (Patron of the Arts Branch) Career. 
Wealthy Merchants with family or friendship ties with the nobility or royalty can create Patreon Guilds in order to help the lower classes sims to make a name for themselves. In order to create a Guild, first, the sim you want to become a Guildmaster should have some expertize on the area you want to create the guild. If they are looking to create an Artist Guild, they must be a Level 10 Painter specialized on the Patreon of the Arts Branch, if they are looking to create an Artisan Guild, they must be a Level 10 on the handiness Skill and at least a level 5 on the Painting skill. After making sure that your sim is qualified to open their own guild they must seek for the aproval of the crown by gifting to them a product that symbolize their craft. (If you are seeking to create an Artist Guild you could gift a Masterpiece Portrait, if you are seeking an Artisan Guild a Piece of Excellent quality furniture would do the trick). Then, once you got the crown permission, they can create your Guild with the Get Together Clubs feature and start to put together their Workshop and recruit lower classes sims with artistic talents. Apprentices of the Guild can increase their skills in the Clubs sessions but all the objects they make goes into the Guildmaster inventory as part of payment for their instruction. Once an apprentice reach level 6 or 7 on the desired skill they could prove their skills and worth creating a masterpiece or a piece of furniture in an excellent qualily. After showing their skill, they can sucessfully open their own shops or if they are painters join the Master of the Real Branch from the Painter Career.
Clerics and Peasants can join the Entertainment (Musician Branch) Career.  Peasants may join to the Painter (Master of the Real)  However, in order for a Peasant to join any of these careers needs to be Best friend of a wealthy Merchant Patreon and form part of Patreon Guild. All these careers are unlocked for male sims only.
You may now place a Museum in your chosen World, and Sims may visit it freely. Sims may also now purchase and use reward perks and potions, except for the Potion of Youth. Only Spellcasters can use the Potion of Youth.
o Exploration and Colonization - “Finally, sims are starting to get out there and see the world! Many sims have decided to be one of the many explorers to see life on the other side of the big pond”
Now your sims can visit Selvadorada. You can “live” in Selvadora and explore the jungle, temples and more every time you want. Selvadorian Locals are considered peasants and can be recruited as domestic or farm help.
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tempusetspatiumsims · 4 years
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Gen 11 & 12 - Late Medieval.
“With a stable social order and a booming economy, sims in this new era have found an even deeper appreciation for music, art, and science. Also, curiosity and ways to find new commercial routes open the opportunities to explore new lands and bring back treasures and valuable resources to their kingdoms”
General Rules You can Create Vampire Sims and they are allowed to join any household. But, they are bound to the Social Class rules of the Household you chose.
“Several types of new opportunities have open to sims making them grow new aspirations aswell. Some Sims prefer putting their ideas on paper while others on a stage. Some are driven by the curiosity of the other side of the physical life while others are more curious by the other side of the sea”
Sims can now have the Bestselling Author, Master Vampire and Joke Star Aspirations. 
Royalty and Nobility may now hire nannies.  
o New Careers - “Performing in theaters were considered signs of exceptional entertainment by the lowest class sims while the higher classes spend more time writing and publishing original manuscripts with the brand new Press Machine.” Male Sims from lower social classes as City folks and peasants may join the  Entertainer (Comedian branches) career, While Male Sims from higher Classes as Royalty, Clergy and Nobility may join to the Writer (Author Branch).
 City folks and peasant teens from any gender can join the Drama Club
Clergy members can now join the Gardening (Botanist branch) career. Those with the Botanist Career are considered Doctors and they are allowed to create, gift and/or sell Herbal Recipes to other sims.
o Black Death  - “An unknown disease is spreading quickly on the Kingdom, No one knows how it started or if this mysterious deadly illness is going to stop soon” 
There are a few ways to attack this stage:
If you have the My First Pet Stuff Pack infect a random Sim (Patient 0) and allow to spread the Disease. Any infected Sim must be killed in order to prevent an outbreak
If you have the Get to Work Expansion Pack, Sims with symptoms like Splotchy rash and fever must be killed in order to prevent an outbreak. 
If you play only with Base Game, at the end of each week flip a coin to decide who is infected and who is not.
Only can buy medicine if the sim is already a good friend with a member of the Clergy that works on the Gardening Career if not must be killed immediately.
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tempusetspatiumsims · 4 years
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Gen 9 & 10 - High Medieval Age
“With the fall of the invaders and the restoration of the crop supplies, governments emerge once again. Community lots, old customs and learning once again emerge”
Social ranks are back but the rise and fall of the population from previous eras might have changed how social classes are developed in this age. In this Age, ranks are developed based on which family has the biggest resources (Crops, collectibles, lots and simoleons in the Household), Influence (Friends outside the Household), and Skills (Total Skills gained of the entire Household) at the end of the Dark Ages. The family who has the most resources will become part of the Monarchy, the next in line are the Nobility / Lordship after that are the Cityfolks (Merchants), and last, on the social ladder are the Peasants. The Clergy Class will be conformed by sims from different households and social classes, your choice.
Some General Rules and unlocks for all classes:
o Aspirational Changes  - “After a couple of centuries, some Medieval Sims discovered the pleasure of a life surrounded with expensive things while others simply wanted to see their children grow up.”
Sims may now also pursuit the Successful Lineage, Super Parent, Academic, and Mansion Baron aspirations. Also, by this time your sims can choose another aspiration once they finish the first one. if your sim by random choice get the Academic aspiration then they have to leave their household and join the Clergy
o New Activities - “Medieval Sims found many new ways to keep themselves entertained, and made sure that their children were given plenty of opportunities to hone the skills they would use later in life.” Sims may now also buy and use dolls/bears, kids’ activity tables, monkey bars, pianos, pipe organs, punching bags, horseshoe pits, pumpkin carving stations, puppet theaters and wishing wells.
o Romance in the Kingdom - “Though most Medieval Sims found love in one partner, some Sims’ desire for more extended beyond mere material wealth.” Sims may now use the “safe” woohoo option.
Females always get the social status of their husbands therefore, the female moves out to their husband's household.   
Male Sims may take lovers of any gender in secret, while females can only have affairs with males.
If a female is caught cheating on her husband, she must be removed from the family. If she was pregnant at the time, that child is considered a bastard and cannot be added to the main family. Illegitimate sons will take their mother status unless their fathers decide to recognize them as part of the family.
Monarchy:
The firstborn son will become King and will take the Throne once that either, becomes an Adult or if the previous King dies before his adulthood. As Heir of the throne, he should never move out of the castle except for going to the University. If the monarchy runs out of Male heirs the throne will belong to the closest Male familiar and the previous Monarchs entire family is demoted into Nobles.
Heirs must take a job in Politics (Politician Branch). Non-Heir Males can take a job on the Military (Officer Branch). Also, they might own Big size farms and employ peasants to work for them. Female members of the Monarchy can't take any jobs. They will use their free time to cultivate their Charisma, Painting, Singing, Violin, Flower Arranging, and Pipe Organ Skills.
Male teens must go to school and later be sent to universities.
They have to Marry with members of the Monarchy Or Noble Class Sims. They can have affairs with sims of other social classes. Bastard sons are not eligible as an Heir.
May have as many servants as they want. Servants would live in the castle but they would be treated as peasants.
Clergy:
The oldest member with more influential friends (Monarchy, Nobility, Wealthy Merchants) and with more earned skills will become the High Priest and the Head of the Church Order.
The Clergy is the keeper of the Education, Knowledge, Graveyards and adoption system. They are in charge of Universities (Britechester at this moment), Libraries and graveyards lots also this class belongs to University teachers, Librarians, and social services NPCs / Townies.
Once you join this Class you have to change the Sim aspiration to Academic, also they live under an abstinent vow. They can not marry anyone in their lives. The Church will maintain its population by adopting unwanted children from other sims and/or with those who are willing to take the vows.
The Clergy gets their funds by taking the Education Career (Professor and Administrator Branches), Politics (Charity Organizer Branch), Selling fruits and vegetables from their farms, Selling baked goods, asking for donations from sims and by receiving a tax help from other citizens.
Nobility / Lords:
The firstborn son will be the family Heir at the moment he becomes an Adult. As Heir, he should never move out of the castle except for going to the University.  Non-Heirs males members can join the Church but they must leave the family castle and lose their nobility titles.
Heirs must marry members of the Monarchy or Nobility, however, non-heirs can marry whoever they chose.
Heirs and Male Non-Heirs can take a job in either Politics (Charity Organizator Branch) or Military (Officer Branch) Also, they might own medium sized farms and employ peasants to work for them. Female members of the Nobility can't take any jobs. They will use their free time to cultivate their  Charisma, Painting, Singing, Violin, Flower Arranging, and Pipe Organ Skills.
Single women of the family are not permitted to live alone. However, if her husband dies, they can live alone if they want.
Must send their kids and teens to school. But only male members can go later to the University.
If a Nobleman is marrying a member of the Monarchy he must have a job in Politics or Military, have his Charisma, Fitness and Research & Debate Skills maxed.
If a Noblewoman is marrying a member of the Monarchy she must have at least a level 7 on at least 3 of the following skills: Charisma, Painting, Singing, Violin, Flower Arranging, and Pipe Organ. The Bride’s family must give to the future husband 5.000 $ as a bethroyal gift.
May have as many servants as they want. They would live in the castle but they would be treated as peasants.
Each week, the family must pay taxes, 15 % of their hand cash as taxes to the Monarchs.
Cityfolks (Merchant Families):
The firstborn Sim will be the family Heir at the moment they become an Adult. As Heir / Heiress, they should never move out of the house lot.
Cityfolks may marry whomever they desire however to marry a member of the Nobility, the family must have at least 15000 $ in hand cash, at least level 7 on the Charisma Skill and reached at least a Good Reputation.
If a young woman is marrying a member of the Nobility, the Bride’s family must give to the future husband 3.000 $ as a bethroyal gift. No Bethroyal gift is required for Peasants.
May own Get Together Retail Stores, small farms and/or sell their goods on the City Living / Jungle Adventures “Come and Get it Street Store” tables. Teenagers can help with the business or take a job in the Manual Labor (Males only) or Baby Sitter (Females only)
May “Rent” rooms to other Cityfolks and Peasants with the Discovery University Roommate feature
They can hire peasants for help in the business, farms or home help.
Only wealthy families can send their kids and teens to school. Also, Only wealthy families can send the male members of the family to the University.
Each week, Cityfolks have to pay 30% of their hand cash as taxes to the Nobility.
Each week, Cityfolks have to pay 10% of their hand cash as taxes to the Clergy.
Peasants Families:
Any Sim, no matter the sex or birth order can be the family Heir. But you have to delimitate who is going to be the Heir / Heiress once they reach the Young Adult stage. As Heir / Heiress, they should never move out of the house lot.
They can work for Monarchy, Nobility, or Merchants families as domestic help, farmers, prostitutes, gems and metal gatherers and/or in stores. But also can take a job in the Manual Labor, Fisherman (Males only) or Baby Sitter (Females only). They can share a community garden with other peasants.
Peasants can get married to whomever they want but if the person is on a higher social rank once they move in, they lost their status and becomes a Peasant.
Peasant kids and teens can’t go to school
Male teenagers may go to school if they reach a high Charisma
Each week, Peasants have to pay 30% of their hand cash as taxes to the Nobility.
Each week, Peasants have to pay 10% of their hand cash as taxes to the Clergy.
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tempusetspatiumsims · 4 years
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Medieval Era
“Some consider the Middle Ages to be the highest point of the history of Sim Civilization, while others consider it the lowest point. In any case, The middle ages was an age of re-discoveries, knowledge, wealth and of course many deaths .”
When entering this era, go into build mode and rebuild all houses in an Early Medieval style, making sure that it adheres to the rules of this era. You may also if you want to, replace other lots and households in your neighborhood with ones in an Early Medieval style.
Medieval Era Stages
The Medieval Era is divided into 3 Stages. Dark Ages, High Medieval, and Late Medieval. Each of these stages is unlocked each time after a new generation reaches the young adult age.
Gen 7 & 8 - Dark Ages
“Major changes are coming to this time, the temperature fall makes food scarce, invaders from north and south puts in danger the lives of our sims and all the glory and splendor that once distinguished the previous empire now lies in the hands of others…” 
Sims can now have the Chief of Mischief aspiration. Kids can now choose the Rambunctious Scamp aspiration.
The societies fall upon the lack of food and the rise of the invaders from other lands. Those who were once rich isolate themselves into individual manors fighting along the rest to survive. The previous social order changes completely and old customs are forgotten. New faces and dangers lurk around, Invaders from other lands would do anything to conquest this place and their resources.
All Social ranks are dissolved and people can act and marry whoever they want.
o Invaders - “The Lack of food on other lands creates a big migration towards this side of the map, Invaders are now making his way in into the society but would they win the fight?”
You must create a new household with 8 members consisting of 4 females and  4 males named “The Invaders”. All of them can have at least one of the Evil, Kleptomaniac or Mean traits and the Chief of Mischief aspiration. They will be a latent danger for your families. Every time an Invader shows up by the lot you must fight it, the one who lost the fight dies on the hands of the other. Only male sims can fight against the invaders if your household doesn't have any living male sims for defending the family the household will be now part of the Invaders. The Lot, the food, the money, and family members will belong to the Invaders. If your male sim works on the Military or Athletic Careers this increases by 25% to defeat the Invader during the fight.
o Famine - “The increase of the Invaders population , the big migration and the fall of the temperatures make the food scarce and valuable.”
You must destroy 75% of all farms around the neighborhood, you can’t plant new crops until the next era.
o Education (Lack of) - “ With the end of the Classical Antiquity Era and with urban centers in decline, literacy and learning decreased in the Neighborhood. Big Libraries filled with knowledge were burned and very few information is available to the public.”
75% of the books of all neighborhoods must be destroyed. The Library is closed for everyone and reading as entertainment is not allowed by younger generations.
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tempusetspatiumsims · 5 years
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Early Civilization
General Rules
“The ever-increasing intelligence of the Early Civilization Sims resulted in a number of new inventions, all contributing to a more comfortable life for Sims everywhere.”
Sims from all social classes can buy and use, bathtubs, sinks, stoves, toilets, basic toddler toys, high chairs, toddler potties, family bulletin boards, Metalic decor, mirrors,  grills, refrigerators,  guitars and incense holders.
With the invention of the Calendar now your sims can keep track of their social events. They can once again keep the pre-generated Love Day (Lupercalia) and or create your own events like Midwinter solstice or a Spring Equinox festival. Only Aristocracy and Royalty can host any social period-appropriate event.
You can Create Mermaid Sims and they are allowed to join any household. But, they are bound to the Social Class rules of the Household you chose.
Now you can adopt any breed of Cats and Dogs. 
Early Civilization Stages
Early Civilization is divided into 3 Stages. Bronze age, Iron Age and Classical Ancient age. Each of these stages is unlocked each time after a new generation reaches the young adult age.
Gen 4 - Bronze Age
“ The extensive use of copper and bronze for the creation of new tools and decoratives objects have to allow sims to grow beyond their limits. Markets are blooming, and socials divisions are starting to notice”
Sims can now have the Leader of the Pack Aspiration. Kids can now choose the Artistic Prodigy aspiration. Sims can also unlock the Curator Aspiration once a sim has at least 20 different metals.  
o Trade and commerce. - “With the comfort of a strong community, Bronze age Sims could allow themselves to pledge their skills to other Sims, in exchange for goods and simoleons.” 
Sims now are allowed to open personal stores with the Get To Work feature however only male Sims can own and manage the stores. You can open stores that sell Fruit, Vegetables, Fish, Gems, metals, flowers, furniture and decor made with the Woodworking Table. Both genders may play music, sing or Acting for tips, but they may not license written songs.
o Writing. - “Books had become the main method for acquiring and storing information, Sims dedicated entire buildings to the collection of them, to further increase the availability of knowledge to each and every Sim.”
Male members of the royalty and the Aristocracy sims may also now write books, but at this point, your sims may not publish them. If you didn't download the notebook mod, your Sims may use a computer instead, but only for writing. Only high-rank households can buy bookshelves and secret journals. Lower ranks aren’t allowed to read or write any book. You can now place a Library in your chosen World, and only Royal and Aristocrats Sims may visit it freely. 
Gen 5 - Iron Age
“Wealth and knowledge grow more and more, some sims pursuit new professions others just pursuit the stability with their meant to be. The social order rules above all”
Members of the royalty and aristocracy can now buy and use new items like Chess tables and Violins. All Sims can now use the flower arranging tables, guitars and the beekeeping box from Seasons.
o Iron Age Professions - Male members of the royalty and the aristocracy sims may join the Politics career (Politician Branch). Male Peasants may now join the Manual Labor career and the Fisherman Career.
o Love - “On the Iron Age, Sims starts to feel the pressure to settle down with someone they connected with on a much deeper level yet not all sims wants to feel this kind of pressure and want to engage deeper in their carnal pleasures.”
Sims may now get married, and they can have multiple secret lovers. They may divorce but a well known female sim can not marry again. Male Sims may remarry if they got divorced or if their spouse dies. Same-sex relationships are allowed.  Sims can now start using the Soulmate Aspiration.
o Extra unlocks - Members of the royalty and aristocracy may now hire gardeners and maids. They belong to the Slaves class.
Gen 6 - Classical Antiquity Era
“ Now, we reach the Classical Antiquity, a time where the language, politics, law, art, architecture, and sports blossomed for the sims. Military and Gladiators seek for glory on the streets and filled with hope to others not so fortunate sims”
Sims can now have the Bodybuilder and Friend of the World Aspirations 
o Classical Antiquity Professions -  Military (Officer Branch) and Athletic Careers ( Professional Athlete and Bodybuilder Branches) are unlocked in this period. Male members of the Aristocracy and Plebeians sims may join now the Military Career. However, only 1 male member per household can join the Military IF they have a good relationship with a member of the Aristocracy. Once Plebeians reach the max on the Military or the Athletic Career their family is rewarded with invitations for the diverse social gathering from the Aristocracy where they can mingle and try to find their way to climb up the social ladder. Warning. These careers are dangerous every time your sim goes to work there is a 25% probability that doesn't survive. Once the sim returns home, flip a coin to see if the sim survives.
You can now place a Bathhouse. A Spa/bathing lot should include a pool, hot tubs, sinks, bathtubs, Yoga mats, meditation stools, saunas, and all the previous unlocked items. And a Gym. Sims can visit freely this lot regarding their social rank.
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tempusetspatiumsims · 5 years
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Getting ready for the Early Civilization
“By this time, Sims had developed the tools and thinking to build towns and cities, all made easier through their new-found ability to read and write, allowing them to easily make their collective knowledge readily available to anyone.” _
When entering this era, go into build mode and rebuild your house in an Early Civilization style, making sure that it adheres to the rules of this era. You may also if you want to, replace other lots and households in your neighborhood with ones in an Early Civilization style.
Now that humanization has progressed from the stages of early life, those who are smart enough to earn resources and lands have distinguished themselves as the most important in society. The bronze age rises under the rule of only the richest, upper-class elite have access to certain things that are not available to others.
Social ranks are developed based on which family has the most resources (Crops, collectibles, lots and simoleons) at the end of the Neolithic age. To find out which has the highest rank, gather all families with the same Surnames and count their resources. Do the same thing for each family. Whichever family has the most resources will become part of the royal family, the next is the Aristocracy / Patricians, the next are the Plebeians /Peasants, and last, are the Slaves.
Just a little heads up before continue reading. This challenge do not represent my views on slavery, many early civilizations had slaves on their households and even were encouraged to do so in order to denote social and monetary power. I tried to portrait the “slaves” in a way that can be be viewed as servants and nothing more. Romanticizing slavery is not my intention and if you feel unconfortable with this you can totally opt out this social rank.
Royal family:
They can own retail business and big farms also they HAVE to employ Peasants and Slaves to work for them.
The Emperor is the eldest male in the family. The eldest male of your richest family from the Neolithic Age is the starting Emperor. If he has no male descendants (unlikely) then as soon as he dies, then the next oldest relative takes the throne.
Women of the royal family are not permitted to live alone. 
Heirs can ONLY marry aristocracy or relatives by blood. Non-heirs can marry whoever they want. 
In order to get married, a young woman must maximize their Charisma and Painting skills. Young males must have at least a level 7 on their Charisma skills also must give a 10.000$ bethroyal gift to the bride’s family.
The royal family must have at least 2 slaves working for the household. They can have as many slaves as they want.
Kids and Teens must go to school.
Aristocracy / Patrician Families:
Aristocracy can own retail business and Medium size farms also they can employ Peasants and Slaves to work for them.
The first-born legitimate son will be the family heir.
Aristocracy heirs can ONLY marry aristocracy or members of the royal family. Non-heirs can marry whoever they want.
In order to get married to a member of the royalty, a young woman must have at least a level 7 on their Charisma and Painting skills. Young males must have at least a level 7 on their Charisma and Fitness skills also must give a 3.000$ bethroyal gift to the bride’s family.
May have as many slaves or servants as they want.
Women of the family are not permitted to live alone. 
Must send their kids and teens to school. 
Each family must pay weekly taxes to the Royal Families. A 10 % of their hand cash is the ammount required.
Plebeians / Peasants / Free People Families:
May own small farms and sell their goods on the City Living / Jungle Adventures “Come and Get it Street Store” table.
May “Rent” rooms to other Plebeians with the Discovery University Roommate feature
May marry Patricians, other peasants, or Slaves.
They can have 1 slave as business, farmer or home help. Only if they have at least 10.000 $ in their household cash
Young women must have a $1.000 gift in their inventory if they are marrying a member of the aristocracy. No gift is required for slaves.
Peasant kids and teens can’t go to school. 
Peasants have to pay 30% of their hand cash as taxes to the Aristocracy.
Slaves Families:
They HAVE to work for Aristocracy, Peasants, or the Royal family as domestic help, farmers, prostitutes, gems and metal gatherers and/or in stores. 
Slaves can only get married to other slaves, free people or other peasants. They can have romantic relationships, and live in monogamy.
Slaves can't own properties. They have to live in their master's houses or properties. 
Slave kids and teens can’t go to school
A slave can be freed by their master at any time of their lives, they can also buy their freedom giving a 1.000 $ gift to their masters. They can be freed if they marry a peasant aswell. Once free, Slaves become “free people” and now they can live according to the peasant's rules.
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tempusetspatiumsims · 6 years
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Prehistoric Era
“Our journey begins in the Prehistoric Times, the earliest known stage of Sim history. A time when Sims lived in caves and huts, had to gather their own food, and faced daily struggles to survive.”
General Rules
Sims may not join any careers. They may, however, sell collectibles and woodwork, but may not open a personal store.
Collectibles, in this case, refers to everything that is part of an in-game collection, as well as anything else that can be found through fishing/gardening/digging/looking for shells, such as upgrade parts and time capsules.
On these eras, Sims may not get married but may have multiple mates.
Same-sex relations are allowed.
Adoptions are not allowed (unless you adopt a member of another tribe).
Babies must be born at home, not in hospitals (Like, obvs). Pregnancy Tests are not allowed. Babies may not be sent to daycare, a Sim must stay at home to take care of them.
Sims may not have "safe" WooHoos, they have to "Try For Baby" every time they have the need to WooHoo. The couples have to try for babies as frequently as possible you never know the perils you'll have during these hard times, so, as soon as one baby is born, then try for another. Mothers must breastfeed their babies, no bottle feed is allowed in this era.
Sims may buy and use bassinets, lumps of clay, pools, trash cans, woodworking tables, campfires, tents, bonfires, bushes, and diving platforms. "Bushes", in this case, refer to the special bushes added by Get Together and Jungle Adventures. If you don't have either of those packs, you may use a regular toilet instead of the bush. In case pools do not give your Sims hygiene, you may use a sink, but only for hygiene purposes. The easel may only be used to paint Landscapes and From Reference paintings during this Era.
Sims have to eat food that they have caught or grown, such as insects, fish, fruit, mushrooms, etc. No "free" food like hot dogs and marshmallows. 
Sims may also not order medicine to deal with illnesses.
Prehistoric Stages
The Prehistoric Era is Divided into 3 Stages. Paleolithic, Mesolithic and Neolithic. Each of these stages is unlocked each time after a new Generation reaches the young adult age. Your Founders are considered Generation 1; each generation also unlocks a restriction, which will make your Sims lives a bit easier from time to time.
Gen 1 - Paleolithic Era
“During the Paleolithic period, humans grouped together in small societies such as bands and subsisted by gathering plants and fishing, hunting or scavenging wild animals. Paleolithic sims only wanted to make the tribe bigger and have a full belly”
Sims Are only Allowed to Fish, catch insects and gather Fruits and Veggies from their surroundings, They can sleep ONLY on the Camping tents, sofas or the floor. A Cheap Shower and a nearby bush could be enough to survive the next generation. At this point, Sims may only have the Big Happy Family or Serial Romantic Aspiration. Kids may only choose the Social Butterfly Aspiration.
     o Fire – Sims will discover the Fire at the moment when they found the uncommon “Fire Opal” Crystal OR if you Own “Seasons” at the moment when a bolt reaches an object in the middle of a thunderstorm. This Will Unlock the ability to create campfires, cooking your food (roast fish on the campfire) and buy torch-like (Off-the-Grid) lightings.
     o Music and Dancing – "The origins of music during the Paleolithic are unknown. The earliest forms of music probably did not use musical instruments other than the human voice and/or natural objects such as rocks."
Sims can sing and dance as part of their entertainment. In order to be able to jump to the next era one of your sims needs to achieve level 10 on the Singing Skill and level 5 on the Dancing skill.
     o Art – "Primitive sims used to decorate their caves and themselves with natural pigments."
So in order to unlock the Art, your sims should gather in their inventory at least one flower, fruit or herb of 5 different colors. After complete that little task your sims can use easels for their fun. But they will need to have at least one flower, fruit or herb of 5 different colors every time they want to paint something.
    o Dog domestication - Sims can unlock the Friend of Animals Aspiration at this point, if they adopt at least 3 stray dogs. To be historical appropriated they can only adopt foxes and Wolves breeds. I suggest to create Wolf-like Dogs with the aggressive traits. Once they are adopted you can change that trait to a more fitting to your households.
Gen 2 - Mesolithic Era
“After some time, Prehistoric Sims began to settle and colonize one safe, easily defendable area. It was here that their technological advances began to grow, along with their families.”
They can use new items like beds, toddler beds, and toddler blocks. If you have unlocked crafting toilets at the woodworking bench, you may also buy and use a toddler training potty. Once sims reach this era they can start using the Angling Ace Aspiration.
     o Hut building -  Your Sims can build huts for your Ancestors to live in upon entering the second part of the era but only if one of them reaches at least Handiness Level 10, Also, Sims only can buy wood and Stone options on build mode.
     o Early Agriculture and Fish techniques – “The Mesolithic period is characterized by the early rise of agriculture that would later emerge into the Neolithic period” 
Sims can start to grow their own crops on the lot after reaching level 4 of the gardening skill, Also, sims at this point only can grow vegetables.
They can start to use baits to catch better fish after reaching level 5 of the fishing skill.
 Gen 3 – Neolithic Era
“The rise of agriculture, animal domestication and hut building allowed to Neolithic sims to grow exponentially their population also their deaths”
Sims now can bury their loved ones remains (prior this they have to delete the tombstones)
     o Farming -  After Reaching level 8 of the gardening skill, Sims can start to grow any type of fruit, herb, flower or vegetable (Except for the Giant Vegetables) on their lot. After reaching level 8 of the gardening skill your sims can start using the Freelance Botanist Aspiration.
If you own Cottage Living you may buy and breed Cows, Llamas and Chickens to get ingredients, food and simoleons.
     o Pottery. - After reaching level 8 on painting skill Sims can use from buy mode any type of pottery as decoration, also, they can start to use any Stucco options on the Build Mode
o Knitting. - If you own Nifty Knitting SP, your sims can Knit their clothes and Objects (Both Appropiate for the time) After reaching level 10 of the Knitting skill your sims can start using the Lord / Lady Of the Knitts Aspiration.
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tempusetspatiumsims · 6 years
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Getting Started
It is recommended that you start a fresh, new game for this challenge since you cannot play any other household than your challenge household in that save file.
● Create your eight Ancestors, four males and four females, both Young Adult, and both human. Give them a prehistoric/tribal look, and choose their aspirations and traits out of the ones allowed for the Prehistoric Era. Make sure their relationship is set to “Roommates”.
●  Choose either Willow Creek, Oasis Springs, Newcrest or Windenburg to be your challenge World. Newcrest is recommended since it spares you the trouble of bulldozing everything. Select any empty lot in your chosen World (the largest available lot if you chose Newcrest) and move your Ancestors onto it. As soon as you regain control, exit back out to the “Manage Worlds” screen.
●  If you did not download the Empty Worlds mod and did not choose Newcrest as your challenge World, bulldoze all other lots in your challenge World.
● Delete all households except for your Ancestors.
● Finally, select your Ancestors and start playing. Once you enter to your lot set the “Off-the-Grid” Lot Challenge. If you own Cottage Living you have to add the "Simple Living" and the "Wild Foxes" Lot Challenges and decorate the entire lot as you wish but before to begin the challenge you need to set your family funds in 500. That will allow you to survive only with the nature that surrounds your families. 
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tempusetspatiumsims · 6 years
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Challenge-Wide Rules
The following rules apply to the entire challenge, but may have exceptions during a specific Era, if the rules of that Era explicitly say so.
● All traits and aspirations, except for those of your Ancestors, must be decided randomly, using whatever method you prefer. I personally recommend using CreateARandomSim, as it allows you to easily select which traits and aspirations should be considered for randomization. When randomizing a Sim’s traits/aspiration, you may reroll twice for each Sim, each time they age up. These reroll aren’t “carried over” to the next random trait selection, you either use them or lose them. You have to reroll both the aspiration and new trait, you can’t keep one while rerolling the other.
● A Sim's aspiration may never be changed, not even once it is completed. The only exception to this rule is if a Sim has an aspiration that is not allowed for the current Era, in which case you must change it to an allowed aspiration, chosen at random.
● Sims may be moved out of the household at any time, but moved-out Sims may never be moved back in. Sims that have moved out may also no longer contribute to any goals, but any contributions they made before moving out still count.
● Here are to be only bloodlines going from your original families. However, every time you reach a new Era with all your families, you may add 2 single, adults CAS Sim as needed to the mix. These Sims may be of any class, however choose wisely.
●  Items that modify a Sim's age (except for the Birthday Cake), or resurrect dead Sims, may never be used. Sims are allowed to Plead with the Reaper to save a dying Sim, but they may not use a Death Flower to guarantee success.
● You cannot drink essences of life or emotion milked from Cowplants.
● Reward Potions, like the Instant Fun, Happy Potion, and Moodlet Solver potions may not be purchased or used until you have reached the Middle Ages. Potions of Youth are still forbidden, however.
● The Re-Traiting potion bought in the rewards store may be purchased anytime, but can only be used once per Era (this means you can use the potion a maximum of seven times). When selecting your new traits they must still be randomized.
● Cheats may not be used, except for getting out of glitched/bugged situations, or when you are explicitly told to use a cheat.
EXCEPTIONS: moveobjects may be freely used for aesthetic purposes, cas.fulleditmode may be used to modify tattoos and other skin details (but NOTHING else), and bb.showhiddenobjects may be used to add ponds to community lots.
● The different Eras have lists of what objects/furniture may be used during that Era, and they append to the objects allowed for the previous Era. For example, during the Middle Ages, you may use all objects that are allowed for the Middle Ages, Early Civilization, and The Prehistoric Times. However, to try and avoid walls of text in the rules, I have only listed objects that have some special functionality. For items not specifically allowed for an Era, the general rule is to use it only if it makes sense for that Era, but if you are unsure, it's always safe to just not use any items that aren't specifically allowed. Some community lots might however require objects that are not yet allowed for the current Era. In such cases, just place the objects in a room/basement without an entrance, so that Sims cannot get to them.
● You are not allowed to buy and build school projects for your teens and/or children that are regularly attending school.
● Sims are allowed to craft anything they can on the woodworking table, and objects they craft may be used even if that type of object would normally not be allowed in the Era-specific rules.
●  The "Copy" option on crafted items (Paintings, woodwork, etc) may not be used. If you want two crafted chairs, you'll have to craft two chairs.
●  Instead of storing all of your urns/graves on your challenge lot, you may create a Generic community lot to act as a dedicated challenge graveyard.
● Alien Sims may not join the household until the Modernity. If a Sim should happen to be abducted and made pregnant before this, you must either terminate the pregnancy using a mod or cheat or send the baby to its homeworld as soon as it is born.
● Mermaids, Vampires and Spellcasters Sims are bound to a certain era. You can’t create these types of supernatural sims or join them into household until they reach their respective eras.
● Crafted items sold in a personal store may not be restocked using the restock option, they must be re-crafted by a Sim in the household in order to be sold again.
● Clubs may be created and joined at any time. If one of the Sims from your household is the club leader, you can only redeem 1 Social Bonus, 2 Skill Bonuses, and 2 Club Vibes per Era (if you redeem, for example, Focused Vibe 1 and Focused Vibe 2, this counts as your two club vibes for the era). You may redeem all other club perks such as handshakes and club roster expansions at any time. Excess club points may be saved until the next Era. Use your common sense when setting club activities, so that they fit the Era.
● Lot traits and Lot Challenges are bound to specifics eras. They will be lock or unlocked every time you pass through the next era. 
● Holidays may be created, changed, and deleted at any time in the challenge.
● You may visit Granite Falls any time you want but you may not visit Selvadorada until you reach the Exploration and Colonization Era , however, you are allowed to use all adventuring items and may use curses and blessings as you see fit.
● You may visit a community lot with an animal treat vending machine as needed to purchase Wellness Treats for your pets. Please keep in mind that these treats will not cure an already-sick pet, but work preventatively. You may only purchase Wellness Treats from the vending machine, and nothing else.
● Your Sims may not purchase lottery tickets or participate in the random lottery holiday.
● You may not have a holiday with the “Holiday Gnomes” tradition. Be sure to remove this tradition from any pre-existing holidays on your calendar, namely Harvestfest.
● Your Sims may not purchase, grow, or harvest money trees (purchased with satisfaction points).
● Health: At birth, every sim is assigned a random Base Health Score, to which is added by a randomly generated number from 1 to 100. Each time a sim grows up to the next life stage you must draw a number between -20 to 20 and Add or take the points from the Base Health Score. Sims must maintain a Total Health Score above 0 in order to stay alive. A negative THS indicates the death of the sim. Each era has its own health modifiers that can affect the health of each individual sim. 
● Anytime anyone gets into a fight, the loser loses 25 health points. If it reaches 0 it must be killed by your method of choice. (If the stage is before the Neolithic Era, then you must Release the ghost to the Netherworld and sell the urn/tombstone. This is the only way you are allowed to purposely kill Sims in this challenge.)
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tempusetspatiumsims · 6 years
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Eras
There are a number of general goals that cover the entire challenge, but each Era also has its own set of individual goals and restrictions that are specific to that Era. The goals are locked to their specific Era, and therefore can only be completed while in that Era. Restrictions, on the other hand, are additive, so everything that gets unlocked in one Era stays unlocked, for every Era after it, unless it is explicitly re-locked. In other words, if something is not directly stated as allowed or disallowed in the rules of your current Era, the rules of the previous Era apply for that particular thing.
Like the history of the world itself... We must start at the bottom. At the Prehistorical times
Prehistoric Era
Early Civilization Introduction
Early Civilization
Dark ages
High Medieval
Late Medieval
Renaissance & Age of Discoveries
Baroque Era
Age of Enlightenment & Revolution
Regency
Victorian
Edwardian
The Roaring 20′s
60′s Flower Power
00′s New Modernity
2020  
The Future
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tempusetspatiumsims · 6 years
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About MY History Challenge
“The Sims 4 History Challenge is a Legacy-style challenge that takes your Sims on a journey through the history of the world. It spans 7 major time periods, referred to as Eras, from prehistoric to modern, across multiple generations of Sims. The selection of aspirations, careers, and objects you may use will be quite limited at first, but as you progress through the Eras you will unlock more and more options. You will be challenged to not only succeed in the long run, through a set of challenge-wide goals, but also on a per-Era level, as each Era has individual goals that can only be completed while that Era is active.” 
 We all quite aware of this challenge and their rules i mean the Original Challenge has been for a while in the forums, all around tumblr, Youtube  and i think  Cloudseeker did an excellent job creating this challenge, however i feel like it felt short for an history lover like me. 
First, so many Eras were left out like the Viking Expansion, Reinassance, Rococo, New World Colonization and many others, history is so dense and diverse. Second. The rules only goes trough a single civilization, and so many cultures were out. So i decided to adapt the rules and combine them with so many challenges like Test of Time, Warwickshire Reinasance, Victorian Population, Royal Kingdom and even added some personal rules to keep the challenge fresh and challenging. No Point System here. It’s not a competition, it’s a Journey
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