Rebuilding SimNation
(Rough draft, I'm still working on this part)
Choose a world:
Chestnut Ridge: You get horses and cows but no Llamas or chickens and you can't fish. It's too dry to fish, too many cayotes to keep chickens and too hot for llamas. Living here you can get a job as a handyperson or manual labourer. Lots here have the Unfertile Soil lot trait form Zero - dries plants and makes the need for water more freqeunt.
Henford: Chickens and cows but no fishing, llamas or horses. It's too cold to fish and the fish run only once a year which you no longer know when. Horses and llamas get rot-food because its so rainy and wet all the time. Living here you can get a job as a gardener. Lots here have the Bug Zone lot trait from Zero - bugs will like to infest your plants a lot.
Brindelton Bay: You can fish, have chickens and llamas. Cows and horses don't do well here because their stomachs can't process the seaweed llamas seem to love so much. Here you can get a job as a diver or fisherman. Lots here have the Crops Blight lot trait from Zero - causes random crop failure around the lot, plants straight up die.
Choose a lot: You can either join one of the communities or start over on your own.
· If you want to join a community, choose a very small lot and then make friends with the "mayor" of the town. Only when the "move in" option opens up, can your group move to the town. Move to the smallest lot and only have a basic camp set up. No growing anything or any fence.
· If you want to have your own place, choose which ever lot you like. It's assumed that there will already be a old house on the property but remember, you are off the grid.
Stage Zero: Zombie Infestation
(Begins with your founding couple. Set funds to $0)
Everyone around you is a zombie. Literally. You managed to survive and with your little group, you start to rebuild. The old trader gives you a map to a abandoned farm he uses as a camp. It's cleared out and near a growing community.
This generation:
-Must Grow their own food and farm.
-All female sims that get pregnant might not survive the birth. Roll the dice, even numbers she makes it and uneven numbers she does not survive the birth due to complications and no medical help. The child, however, will survive.
- Must have at least one child that develops the kleptomaniac or evil trait.
-Your scavenger Sim now becomes your trader and will go to the fair for your household. Your Sim has to go to every event. Here you can sell goods and enter in the fair.
This Generation May not:
-Interact with ANYONE besides housemates (they are all zombies)
-Use electricity of any kind
-Use the phone-Leave the fenced lot
-Give birth at the hospital
-Move anyone out of the house
Stage One: Crime
(begins when the last child from generation one grows into young adulthood and move them to Del Sol)
You’d think that your biggest problem in a zombie apocalypse would be zombies but you’d be wrong. Gangs of raiders run Simnation now and they want what good hardworking Sims have. One night your farm is attacked, your fighting skills impress the raider leader so much that he makes you a deal, come work for him in Del Sol and your family farm will never be raided again. Your siblings won’t let you do this alone and decide to go with you.
This generation:
-Must have at least one person in level 5 of the criminal career or level 10 in athletic. Otherwise, once every day you must fight a random Sim. You can also delete something of value.
-Your sims may only get jobs and marry within the Criminal career. Sims that are already in other jobs at the beginning of this stage may keep them.
-Due to the large amount of raids going on, you aren’t short on food but there is still no power or water.
-Use contraception. They ran out and there’s no one left to make it. (must ‘try for baby’ every time they woohoo)
-Must have at least one child that develops the active or self-assured in addition to survival traits. If the child has any traits not prone to survival, they got themselves killed by zombies.
-If no one of the opposite sex is available to marry in this career, your sim may adopt a child. (save an orphaned child from attacking zombies) However, you must kill off your adopted child if s/he has (or develops) no surviving traits, or any of the non-surviving traits.
-All female sims that plan to have babies must have the family oriented trait. If she does not have this trait and gets pregnant, she does not survive the birth due to complications and no medical help. Her child will survive.
This Generation May Not:
-Join the Military or law enforcement careers.-Move anyone out of the house
Stage Two: Military Takeover
(begins when the last child from generation two grows into young adulthood and moves to Oasis Springs)
Your family toiled away, made their own food and managed to raise kids while avoiding zombie infestation. Then you got pulled into a life of crime in order to save your family and you’ve hated every minute of it. Now the military is moving into town, taking up shop and killing zombies. Your family is ready to do their part and join the fight. With the military moving in, the raider gangs are being taken down one at a time. Your parents return to the family farm and as is tradition in your family, your siblings enlist with you. You are stationed at the base in Oasis springs and shortly after arriving, you are put on the Strangerville team. You are sent into the hot zone to find the source of the rage virus. (You can only go as far as opening the lab, the next generation will do the rest). Strangerville is nothing but piles of rubble. You are not sure what happened here but you know the government failed these poor Sims and tried to hide it.
This generation:
-May join the Military or Law Enforcement career. Only those old enough to have a job can leave the secured area however, and only to go to work.
-May only marry co-workers (everyone else is a zombie)
-Your sim may not leave to visit their romantic interest until they are at the 5th level of their profession or until they have 10 athletic points. Their romantic interest may visit them.-Must have at least one child with one survival trait. One child must develop the genius or bookworm trait. If the child develops non-survival trait, they got themselves killed by zombies.
-If no one of the opposite sex is available to marry in these careers, your sim may adopt a child. (save an orphaned child from attacking zombies) However, you must kill off your adopted child if s/he has (or develops) no surviving traits, or any of the non-surviving traits.-The military has been kind enough to give your family a back-up generator, however it can only support 2 items that use electricity. The military also has given you a cell phone. You may only use it to call other non-zombie sims (unless of course you want to talk to zombies about “braaaiiinss....”
-All female sims that plan to have babies must have the family-oriented trait. If your sim does not have this trait when she gets pregnant, you’ll have to do a roll to see if she survives as the military has very basic medical help available. Even numbers, she lives and uneven she doesn’t make it. The child, however, will survive.
This Generation May Not:
-Interact with anyone outside of work
-Use contraception. They ran out and there’s no one left to make it. (must ‘try for baby’ every time they woohoo)
-Use more than 2 electrical items-Move anyone out of the house.-Use running water-Leave the fenced lot (outside of work or visiting romantic interests)
Stage Three: Vaccine
(begins when the last child from generation three grows into young adulthood and moves to Strangerville. This stage will last as many generations as it takes to create a vaccine successfully)
The military has done a good job of cleaning up. They’ve gotten control of the looting problems and the worst of the hoards. There are still zombies around, but not nearly as many. With military around, the remaining scientists and medical professionals have been called in to create a vaccine for zombies. Your team is sent to Strangerville to destroy whatever caused this outbreak and save Simkind. As with previous generations, your family returns to the farm while you and your siblings get ready for the biggest fight of your life.
Your team is place with the main team led by Loki and Circe Beaker and their lab assistants the three Curious brothers. You don't like the two scientist from the get go. They know more than they are sharing and seem more interested in the horror of the zombies than curing them. Vidcund Corious approaches you saying he is close to a cure but because he's just a lab assistant, the Beaker's don't pay him much mind and it's partly because they enjoy "testing" the vaccine. All Vidcund needs to complete his vaccine is a sample from the source, deep in the heart of the secret lab.
This Generation:
-At least one of your sims must go into the medical or science careers now and help create the vaccine…
-However, by doing this they are volunteering themselves as guinea pigs. Every Friday you must roll a dice or use a random generator to determine if your sim will live or be zombified. If you roll an even number they live, an odd number they must be killed. The only exception to this is during pregnancy. After 3 positive rolls, the vaccine is successfully created. Here you can either go hardcore and test it on your household OR use the rent pack to build a facility where your renters would serve as "volunteers".
-Your household can give birth at the hospital, and use contraception. Female sims that are not family oriented may have children.
-The science career is working on making the water safe to drink again. Your household may now use running water.
-During this stage, your sims can still enter the military or law enforcement careers.
-May use 4 electrical items.
-May use the phone to call other, non-zombie sims.
-Your sims can only marry other sims within the military, law enforcement, medical or science careers. (Everyone else is a zombie)
-If no one of the opposite sex is available to marry in these careers, your sim may adopt a child. (save an orphaned child from attacking zombies)
-Once the vaccine is created and you complete the Strangerville mission by killing the motherplant, sims may walk the streets freely.
This Generation May not:
-Interact with anyone outside of work-Leave the fenced lot (outside of work or visiting romantic interests) until a vaccine is created.
-Move anyone out of the house
You defeat the mother and Vidcund finishes his vaccine. Many Sims line up to get it and many of the simfected are rounded up and cured. However, it doesn't take long to see the vaccine isn't working the way it should. There are mutations. You curse yourself for trusting a simple lab assistant but Vidcund and his brothers are sure their formula is perfect. It is soon determined the Beakers, mad scientists that they are, changed the formula and ran off with all the research. It's too late to do anything about the mutated Sims but at least most of them don't bite anymore.
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