Keth's Corner

In our Legacy Land Founder's Challenge (LLFC) thread, we discussed the main rules for the challenge.  Joe's story is a legacy, but we didn't want to force people to follow all the complex (and occasionally convoluted) rules that have come to make up the Legacy Challenge over the years.  Even some of the founding/base game standards – like starting on a 5x5 lot – don't work well for everyone.  So we decided on 5 core rules that everyone must follow:

1. Everyone begins with the same founder genetically, aspiration, and zodiac sign.  Turn ons/turn offs and secondary aspiration are up to the simmer.
2. Everyone begins with $5000 cash regardless of lot size.
3. Hacks are allowed but no money cheats.
4. Blog it so we can see how its progressing.  Update at least every two weeks.  If you don't, bring out the hounds!
5. Marriages - marry only NPCs and townies.  Custom townies are encouraged!


Participants were encouraged to add their own rules, and quite a few varieties have sprung up.  There are rules ranging from determining who inherits, who goes to college, to how many kids an heir has and how they find their mate.    Many of my rules will evolve as the generations roll on, but here's what I'm playing with at the moment:

6)  For the most part, I am going to allow ACR to control the number of kids  (let the sims decide, via ACR, when they try for baby).  I currently have the "lot full of sims" installed so I'm not too worried about hitting the 8 sims per lot limit. *snicker*   I'll step in and tell a couple to try for baby only if I'm going for that 10 kids want or if they're getting on in years and have only one (or no) children.  I'm rather fond of just raising the risky woohoo chance up to about 25% once the sims are about half or 2/3rds way through adulthood, so I may not have to step in too much.  Also, while I have TTQ (twins, triplets, and quads) I prefer to just hit original.  If the generation is halfway through adulthood and haven't had kids yet, you can bet I’m hitting random when they do finally spawn.

7)  The second generation heir is the first born son. Primogeniture, after all.  It's why Joe's in Simmerica, rather than still back in the Old Country; his brother is going to be inheriting all the family assets.  It makes sense that Joe would follow this line of thinking. Third generation may or may not follow this rule; we'll see how generation two plays out.

8)  If a married-in spouse a) already has a job and b) does not have a career related LTW, they will remain in their current line of employment (unless it totally and completely does not suit them).  If they have a career related LTW they can switch to that career when it turns up in the paper/computer.  If they do not have a job when they marry in -- and they do not have a career LTW -- they can look for a job if they spin up the want for one.

9)  Spares do not get relegated to the sim bin (or deleted, killed off for ghosts on the main lot, etc.)   They'll get moved off to their own place (probably an apartment), hopefully with the mate/spouse/love of their choice (to refresh the townie/NPC pool with new blood).  Now the fate of them once they're in their own place… *snicker*    I probably won't play spares, but I like to see them at least settled into their own homes.

10)  There are some Classic Legacy achievements I want to aim for:  career rewards from all the careers, a platinum tombstone for all aspirations, various impossible/virtually impossible wants (10 kids, woohooing the hired help, etc.).  I am not aiming for all the ghost colours, though hopefully I'll be able to keep all the urns/tombstones on the lot.

I'll add more rules on here if/when I come up with them.