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Starting Out

Some areas of SimNation are still uninhabited and mostly unexplored. Occasionally, a brave band of settlers will strike out to make a new home in these unchartered territories. Seeking fame or fortune, questing for knowledge or searching for a good place to raise their families, or just on the lookout for fun and new experiences, these pioneer Sims face many challenges while trying to carve out a new life for themselves.

Your founder is one of these Sims. He/she has gathered a small group of Sims willing to join them in their adventure, and they're ready to leave home and hearth to establish a new town. Each of them has their own motivations and reasons to leave their old life behind, and their own goals and dreams to fulfill. Will they be able to work together and turn their small settlement into a thriving city?

Create a new, empty neighbourhood, using empty neighbourhoodtemplates and Pescado's anti-regen mods such as NoTownieRegen and AntiRedundancy. No townies or other Sims apart from those automatically generated should be made. The only Sims present in the neighbourhood should be your founder and his friends.
Create your founder. The founder can't have any other sims in their household. Choose their looks, personality, aspiration and turn on/turn offs. You can randomize these if you want to.
Create the 4 households that are coming along on the trip. Every household can have a max number of 3 sims, and can only be adults or elders. Either choose the sims per household, and their looks, personality, aspiration, etc yourself, or go for the random method listed here. Go with what you prefer and would find most rewarding to play.

Roll a d6 to determine the number of Sims for every family:

1-2 : 1 sim
3-4 : 2 sims
5-6 : 3 sims

For every Sim, roll a d6 to determine their gender:

1-3: male
4-6: female

For every Sim, roll a d6 to determine their aspiration:

1: Pleasure
2: Romance
3: Knowledge
4: Family
5: Popularity
6: Fortune

For every Sim, roll a d6 to determine their personality:

1-3: Column A
4-6: Column B

Column A:

1: Aquarius
2: Pisces
3: Aries
4: Taurus
5: Gemini
6: Cancer

Column B:

1: Leo
2: Virgo
3: Libra
4: Scorpio
5: Sagittarius
6: Capricorn

Optional: For every Sim, roll a d6 to determine whether they're a creature Sim.

1-2: Your Sim's a creature! Move on to the next roll to determine what they are.
3-6: Your Sim's just the regular house and garden variety.

1: Zombie
2: Vampire
3: Werewolf
4: Alien
5: Witch
6: Plantsim

Create a backstory for your settler Sims. Write a short bio about all of them. Who are they? Where do they come from? What's their reason for signing up for the expedition? What are their personalities, their relationships with the other Sims in their household?

Go into the founder's lot. Randomise the gender preference of your Sims, if you like. Teleport (SimBlender) all the Sims to the lot, and let them socialise for a while. They all know eachother as they travelled to this location together, after all. Only control your founder as the Sims socialise, and let relationships form naturally.
Move your other households into their own lots and build everyone a house (make sure to follow the restrictions listed below). No money cheats allowed, the funds your household has represents what they could afford to take along when making the long trek to the new town.
Households are played in weekly rotation, with the founder being the first house of the rotation. No household can be skipped.


( 3 comments — Leave a comment )
Dec. 10th, 2011 11:09 am (UTC)
Just found this entry. I love this! Gonna give it a try soon. Thank you for taking the time to write it all out and sharing. ^__^
Mar. 7th, 2012 08:27 pm (UTC)
May. 24th, 2015 07:05 pm (UTC)
Nice Idea...
Ill give it a try... :)
( 3 comments — Leave a comment )