Howdy, and welcome to my first proper attempt at a BACC (Build a City Challenge) for The Sims 2. The land is called Krow, because at some stage I thought using 'work' backwards would be a cutting edge witticism. It seemed like a good idea at the time; I fully anticipate at least one retrospective "what was I thinking?" moment.
In this LJ I'll be posting family and game updates relevant to this BACC. A BACC requires that you build a town from the ground up - you start with one sim and work your way through to a thriving community. The rules I am following are a tweaked version of these:
http://redmond-flats.weebly.com/the-build-a-city-challenge.html.
The goal of Krow is not to reach a population of 50,000. I will play as long as the BACC challenge holds my interest; whenever I need a break from DS or tertiary studies.
I'll be honest: when you've played the Sims 2 for years and started with countless founders adhering to various ISBI/Poverity/traditional legacy rules.. it gets quite a bit samey-same. I've gotten quite bored before Gen 2 even learns how to walk. So I have tweaked and will continue to tweak the rules to my interests, to keep a healthy balance between familiar things and playing the game a different way.
Most things will be by the book. That is the point. XD
Careers and Other Stuff:
See them in their own post,
here.
Starting out:
People don't randomly settle in the middle of nowhere alone, they settle in groups. For Krow, I rolled a random number from 1 to 5 to determine the number of households that would be starting from CAS. This number was 3, giving us the Omega, Stretch and Patchwork households. They were the only families until every family owned a functioning community lot. After achieving the 4th family, new CAS points could be earned.
A random number between 1 and 30 must be rolled for every CAS household. This number x 1,000 will to determine how much money that household should start with.
Sims must be dice-rolled to determine their genetics, aspiration, astrology. Turn ons and offs are aligned with the individual sim.
When a playable sim moves onto a new block of land, leaving their previous family behind, I will roll a number between 1 and 50. This will determine the percentage of funds deducted from the family who kicked them out. This amount will be transferred to the new landholder, replacing the conventional 20,000 that comes with new households in the game.
Game Play:
Each family is played from Monday 8am to Monday 7.59am, except when I overshoot the mark because I am an inattentive goose.
Spouses/partners cannot move in during the first week a sim is on their block of land, irrespective of whether they are a CAS sim or an ingame sim. The exception is if they are married/in a committed relationship before moving.
Marriage is not required to have biological offspring. It is if the family adopts.
University is unlocked in one of two ways. A family can donate 500,000 and open a Private University in the family name. Students may only attend if they qualify for 3 scholarships or more. The alternative method is a Public University. To achieve this, every family must contribute 10% of their funds at the end of every week to an ongoing public University fund. A family is expected to pay an additional 5% for every business or community lot that they own. Further, contributions can be made to the public fund by donating the proceeds from the sale of a community lot, and/or by donating chance card bonuses of up to 50,000. These are optional methods.
A sim cannot purchase something they cannot afford, and that's that. This goes for house extensions, community lots, businesses, necessities and luxuries. I don't care for mortgages, therefore I'm skipping around them entirely.
If a family cannot afford to pay their bills on two occasions within a generation (not to be confused with forgetting bills), thus causing the repo man to come, the family on that lot are evicted. When this happens, I'll roll a number between 1 and 10. If it's even, they lose 50% of their total worth and must start over on an empty piece of land. If it's odd, they lose 25% of their total worth and must start over on an empty piece of land.
Krow is currently populated by the Omega Family, the Patchwork Family, the Bruty Family, the Torrisi Family, the Confetti Family, the Hark Family, the Crowley family, and the Cwik Family.
An index of the families, their history and their family trees can be found
here! (tad outdated, though...)
Read about Krow's development in chronological order with all the families,
starting here.
Note that my game had a bit of a hiccup and I had to restore from a backup, meaning Week 10 was played twice. The second run was as close to canon as possible, though there were some child and business related changes. I recommend reading all of Week 10, then reading the summary of changes in Week 10's replay.
Week 1
Omega.
Patchwork.
Stretch.
Week 2
Omega.
Patchwork.
Stretch.
Week 3
Omega.
Patchwork.
Stretch.
A new family:
Torrisi. (ISBI)
Week 4
Omega.
Patchwork.
Stretch.
Torrisi. (ISBI)
Week 5
Omega.
Patchwork.
Stretch.
Torrisi. (ISBI)
A new family:
Confetti! (Awesimsauce)
Week 6
Omega.
Patchwork.
Stretch.
Torrisi. (ISBI)
Confetti. (Awesimsauce)
Week 7
Omega.
Patchwork.
Torrisi. (ISBI)
Confetti.(Awesimsauce)
Week 8
Omega.
Omega 2.
Patchwork.
Torrisi. (ISBI)
Confetti. (Awesimsauce)
Hark.
Week 9
Omega.
Omega 2.
Patchwork.
Bruty.
Torrisi. (ISBI)
Confetti. (Awesimsauce)
Hark-Crowley.
Cwik.
Week 10
Omega.
Omega 2.
Patchwork.
Bruty.
Torrisi. (ISBI)
Torrisi X. (Xenophillia)
Torrisi 2.
Confetti. (Awesimsauce)
Hark-Crowley.
Cwik.
Week 10 Replay
Part 1:
Omega, Patchwork, Bruty.
Part 2:
Torrisi, Confetti, Hark, Cwik.
Week 11
Omega.
Omega 2.
Patchwork.
Bruty.
Torrisi. (ISBI)
Torrisi X. (Xenophillia)
Torrisi 2.
Confetti. (Awesimsauce)
The Supernaturals.
Hark.
Crowley.
Cwik.
Week 12
Omega.
Omega 2.
Patchwork.
Bruty.
Torrisi.
Torrisi X. (Xenophillia)
Torrisi 2.
The Supernaturals.
Confetti. (Awesimsauce)
Hark.
Crowley.
Cwik.