You'll need The Sims 2 Nightlife and The Sims 2 Seasons for this to work.
INITIAL RULES:
Step one: Make a farmer. This can be a man or woman, I've chosen man.
Step two: Give your farmer three motherlodes, and build him a house. It should have the following:
- Seven beds
- An orchard large enough for all the sims to work at once in it
- A green house (again, large enough for all sims to work in it)
- A fishing pond
NOTE: you will also need things like bookcases, chessboards, and either a pool or exercise equipment.
Step three: create seven contestant sims, and move them in one by one.
DAY ONE: MEET AND GREET
See
who the Farmer is most compatible with. At the start of day 1, have
your Farmer do two chats and a "Check Sim Out" with each contestant
Sim. At 6 PM (or whenever your Farmer has done two chats and a "Check
Sim Out" with each contestant Sim), someone must go! Here's how to
figure it out.
Add each contestant's relationship score (from
the Farmer's point of view) PLUS five points for each lightning bolt.
The Sim with the lowest score leaves!
"First Impression Clause":
You never know how this challenge is going to go in the beginning. Perhaps the Farmer won't get along right off the bat with any of the sims. Perhaps two sims have points that are equivalent and you need a way to decide who gets booted. Well, a simming buddy of mine developed this clause that only takes place on this day one meet and greet. It's called the "First Impression Clause". Basically, it takes into considering the fact that someone might have 3 bolts for the farmer. If there is such a chemistry, then that sim gets extra points - FIVE EXTRA POINTS. So ... as it states in the rules above, 1 bolt = 5 points, 2 bolts = 10 points ... but instead of 3 bolts only being 15 points, it will be 20 points! First Impressions are VERY important! These 5 extra points only occur at this point. Afterwards, the point system returns to normal.
DAY TWO: GONE FISHING
A
Farmer's wife has to be resourceful, and good in the outdoors. When the
contestant Sims wake up, have them work in the garden all at once. Tell
them all to Tend the orchard and the garden. If they stop tending, you
can't make them go back and tend some more.
Later in the day,
have all contestants go fishing, at the same time, in the pond. Again,
if they walk away, you can't make them go back. Whoever has the most
fish by 6 PM cannot be eliminated.
Tally the scores for Day Two like this:
Relationship
score (from the Farmer's point of view) PLUS 10 points for each
lightning bolt PLUS 5 points for each boot caught and 10 points for
each fish caught. The person with the lowest score leaves.
DAY THREE: WHAT'S COOKIN'?
A
Farmer's wife must be a good cook! In the morning, same as Day Two,
have your contestant Sims tend the garden and orchard. After that, make
sure that everyone's needs are at about the same level, and have each
contestant Sim study Cooking. If they say they are not in the mood or
won't do it, you can't make them! If they study only for a little while
and then get up, you can't make them go back.
Have your Farmer do one share interests and one gossip with each Sim.
At
the end of the day tally scores like this: Relationship score PLUS 5
points for each Cooking point PLUS 10 points for each lightning bolt.
NOTE:
by now your Farmer might be Best Friends or have a Crush on some of
your contestant Sims. Give them 10 points for a crush (only if the FARMER has a crush) and 20 points if they're Best Friends. The person with the lowest score goes home.
DAY FOUR: CLEANING OUT THE CLOSET.
A
Farmer's wife has to be pretty clean. Have your remaining contestant
Sims study cleaning. Same as the cooking challenge. In the afternoon,
have the Farmer form a casual group with all the remaining Sims and go
on a group date (it must be somewhere where they can eat a meal
together).
At the end of the day, tally the points:
Relationship PLUS 5 points for each Cooking Point PLUS 10 points for a
crush, 20 points for Best Friends, and 10 points per lightning bolt.
DAY FIVE: FINAL THREE
A
Farmer's wife has to be SMART: Have all contestant Sims sit down at
their own chessboard, until 6 PM or until they all get up and leave.
Get everyone's needs level up to about the same place and have them all
go out for a group date--dancing!
When they get home, tally
the points: Relationship PLUS 5 points for each Logic Point PLUS 10
points for a crush, 20 points for Best Friends, and 10 points per
lightning bolt. If your Farmer Sim is in love with any contestant Sim,
they get 50 extra points.
DAY SIX: FINAL ELIMINATION
Your
Sim will go on a Private Date/Outing with each of the two remaining
contestant Sims. It's imperative that both contestant Sims do not go at
once, or else you'll have a lot of angry Sims on your hands.
On
the date attempt flirting and kissing. A kiss is 30 points, and a
makeout is 50. A woohoo is 100. If your Sim rejects any of these, you
will subtract 10 points from the final score.
Final scoring goes like this.
Farmer's Relationship score PLUS Contestant's relationship score
Then add up all the points your contestant Sim has gleaned: 10 points per point
Then give 10 points for each lightning bolt.
10 points for a crush
20 points for Best Friends
50 points for in Love
My simming buddies have also added an addendum to the final scoring. They wondered why badges didn't factor into the final scoring, and many folks agreed. So we added that bit in there as well:
- Bronze Badge = 5 points
- Silver Badge = 10 points
- Gold Badge = 15 points
Then add the score for the Final Date: kisses, flirts, woohoos.
Whoever has the highest wins, and gets the Farmer, his house, the money, etc.