A Note from the Author
There will be a longer than usual delay on the next update (yes, longer than my already obnoxiously long delays). My father passed away the end of June and I'm not feeling quite up to jumping right back in to playing and writing yet.
kethwyn @ gmail.com
Catch the latest episodes on this season of Farmer Wants... This time around, GGW Productions is visiting Far Haven and helping farmer Patrick Desiderata in his search for a bride.
As the episodes of Farmer Wants... move out of production and into release, we'll post links for them right here. Stay tuned... you never know when the next one will appear.
Episode 6: The Fifth Round: (the one where the contestants flex their brain muscle and hit the town again)
Episode 2: The First Round (where everyone moves in and the first contestant moves out)
Episode 3: The Second Round (the one where the contestants learn to farm and fish)
Episode 4: The Third Round (the one where the contestants learn to cook)
Episode 5: The Fourth Round (the one where the contestants learn to clean and hit the town)
Want to know the personalities, aspirations, and turn ons/off of our farmer and the contestants? Curious about the farm?
For links to seasons done by other simmers, er production companies, please jump to the bottom of the page.
As with every good Sim-realty show, there are rules on just how Patrick will choose his future bride. Originator and creative director hotchpot set up the initial rules. A producer/director of a later season, CeeCee further expanded on them. So here are the rules just as hotchpot posted them, with comments explaining the extra rules in blue:
You'll need The Sims 2 Nightlife and The Sims 2 Seasons for this to work.
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:
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.
Well... I kinda threw step one, two, and three out the window. It's the rules for Day One through Six that matter anyway.
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!
The "First Impression Clause"
Attraction and chemistry in the sims is a funny thing. It can speed up the growth of friendships and or make it harder for two sims to become friends, much less fall in love. Sims with three bolt matches are usually hard to come by, but they do happen... and they might happen while doing this challenge. My simming friend CeeCee posed the idea of an addendum to the first day which gives sims with such special chemistry a little extra boost. The "First Impression Clause". Sims with 3 bolt chemistry get an extra 5 points tacked on to their score for the first day only (you never get a second chance to make a first impression). It may not allow them to win the challenge, but it should hopefully help them make it to the second day. And such a scoring change makes sense to me because we've all met people we think are OMGHawt but turn out to be total @*%$ when we get to know them better.
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.
When running her challenge, CeeCee noted one other thing: Badges aren't counted anywhere in the scoring. Contestants should have some sort of badge in gardening by now, and possibly one in fishing as well. CeeCee proposed a scale for badges as well, and I'm including those in my planning scoring too.
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.
Looking for something to do in the meanwhile? Catch the previous seasons of Farmer Wants... currently showing on these fine sites: