Rebuild the World [2013] (rescued)

IMPORTANT NOTE: I am not the creator of this challenge. It was compiled by myself ~texansky~ using my memory of the original challenge by X8_Bliss and Angelbearpuppy‘s version 2.0, modified from the original. Unfortunately, the links I had to the original challenge and version 2.0 no longer work as they did not carry over from the previous forums.

I did, however, locate Angelbearpuppy’s version 2.0 on web.archive.org.

This is my attempt to recreate the Rebuild the World Challenge below from what I have found and include any original challenge rules I recall that differ from this version. The contents of Version 2.0 by Angelbearpuppy are listed below. It was originally posted on the Sims forums in March of 2013.

  • Angelbearpuppy’s words are bold. My comments and modifications are in []. I have corrected some spelling and grammatical errors.

Here is my summary of Angelbearpuppy’s version:

It is 2013 [or the year of your choice]. A deadly [insert whatever you want here for the end of your world]. It has wiped out all humans, ravaged their towns, and destroyed their buildings. All traces of Sim life have disappeared into oblivion. But all hope is not lost. One rag tag group of humans still live. A single Adult, and his/her four charges they somehow require depending on your story. These charges are as follows: 2 toddlers, 1 child, 1 teenager.

For this challenge, they may not be related in any way shape or form.
As they are the only survivors, thanks to their quick thinking and/or luck, they have only limited resources and knowledge, and don’t even know how to re-build a proper house. Now, they must soon learn to survive because the fate of humanity rests in their hands.

Your goal? Rebuild a new town with one of every type of community building, repopulate it, and create the best possible new life for your family over 10 (+) generations.

This challenge was inspired by the Build Your Own World Challenge (v1.0); however, this is more skill-based, rather than career-based, and you must rebuild a town from scratch as the challenge progresses and can rebuild it any way you want.

[In the original version by X8_Bliss, the group was one young adult and two children, a male and a female. This would make the challenge more difficult. It was suggested to build an underground bunker for the young adult where they would live out their short life. I recommend putting it as far away from the children’s bunker as possible as the young adult will complain loudly about their circumstances. You may not control the young adult in any way. This bunker is completely buried and has no means of escape. Add bare necessities if you wish, but the young adult may not leave the bunker. If he or she gets reset to the front of the lot, use the move objects on command to put them back in there. To avoid this, set NRaas -> Overwatch -> Settings -> Stuck Check Auto-Reset to False. In my first playthrough, she died when the children became teenagers. I don’t remember if I helped that process along.]

[Since there is no town hall, you will need a small table and a computer to change NRaas settings or to use Master Controller. After purchasing the computer and table, add the cost of these items back to your family funds. You may only remove them from the family inventory to make changes and they must be placed back into the family inventory as soon as you are finished with them. When you are able to have a computer, subtract the cost of these items from the family funds at that time.]

TABLE OF CONTENTS:

  1. Basic rules
  2. Starting off
  3. Skill restrictions
  4. Buildings
  5. Aging
  6. Career Rewards
  7. Afterward

BASIC RULES:

This game is designed for any Sims player to play even if you don’t have expansion packs. You can use items from expansion packs according to the limits in this challenge. But if you’re doing World Adventures, don’t go on vacation. [University Life, Island Paradise, and Into the Future were released after this challenge was published, in March, June and October, respectively. Do not go to university or travel to the future.]

  • Money cheats are not allowed
  • Any application of testingcheatsenabled is not allowed. Yes it’s tempting to click and drag the need meters back up. But don’t do it.
  • Aging must always be turned on and will begin at [the] Default Normal lifespan, but the lifespan will be able to increase later in the game as better technology in your world develops. (Keep reading further down for more information.) [The original version starts aging at the Medium lifespan and the life stages will increase by one day when the first child born of each generation becomes a young adult. Babies are capped at 3 and toddlers at 5 – or 7, your choice.]
  • Awesomemod [or NRaas mods] as well as other mods you deem appropriate is allowed but may not be used to gain any sort of advantage over someone who would not have the mods. [I use the NRaas mods and have heard that Awsomemod and NRaas mods are incompatible. Do your own research.]
  • Custom hair and clothing are allowed but custom furniture that gives Sims unfair advantages or need gains are not allowed.
  • For your first 5 Sims, story progression must be turned off. When the first child is born, it can be turned back on again. [Three Sims with the original rules, but the rest of this part is the same.]
  • You must always play the main part of the game on the original lot so you can expand your house as you earn more money. If you’d like, you can change houses to make other Sims marry and have kids, but you should mainly be playing as your original household. At least one descendant of the original set of Sims must live in the first main household at all times. If you want to move out of your original lot you may do so after at least three generations are born there. This goes the same for any move. [I don’t remember if the original challenge allowed the main household to move from the original property, but that is the way I played my game. I suppose this is allowed for games that become unstable, where the player wants to move them to a fresh save. If I were to do this, I would use NRaas Porter to collect the family and any main characters into one package so they don’t lose relationships.]
  • If a Sim dies or something bad happens, if you want to play all fair with no cheating then don’t reload your save. If you’re like me and reload anyway when doing challenges since nobody’s really watching, go ahead. [You will not be judged if you reload your game when nobody is watching.]

STARTING OFF:

First, go to any town of your choice that you don’t mind losing everything in or create a new one. Bulldoze all buildings and evict all families so the town is completely devoid of any buildings or human-made structures.

[The way I get rid of all of the Sims in the town is to use NRaas Total Annihilation: NRaas -> Master Controller -> Town -> Total Annihilation – if they are evicted and left on the buffer in edit town, parts of their information may not be completely removed from the game if you exit Edit Town without deleting them].

My recommendation is to save the lots in your library you want to keep. Set all remaining Lots to no visitors allowed, or delete them your choice.

[I suppose you could change all residential lots, except your starting lot, to Community Lot – No Visitors Allowed. Once you have Story Progression turned back on, you can change them back to Residential Lots a few at a time if you wish. This will not work for rabbit hole community lots as Sims will get jobs at businesses that have not technically been built. These must be bulldozed.]

If that seems like too much work, then feel free to download and [an] empty world I use Sunset Valley 2 [by BridgettMG].

[I have located two other versions of Sunset Valley: Sunset Valley Empty by sookielee, and Sunset Valley ~ Dk by Rflong13. I did my first play-through in Glenvale County by Rflong7.]

[I also have created Alryne Valley The final version is Alryne Valley Homes by ~texansky~ which contains necessary community lots plus some of the lots from different expansions. If you don’t own an expansion, those community lots will not be placed in game. There are also 34 custom homes and 3 modified apartments from the library bin placed in the game.]

[To play this world, start by loading Alryne Valley Homes. Save all community and residential lots to your library and then bulldoze everything except the diving lots. Don’t forget Sunrise Beach on Maramore Ocean. Once you have saved the lots to your library, you can either bulldoze all of the lots, (or load Alryne Valley Empty) to start in a completely empty world.]

[A list of all community and residential lots in Alryne Valley with their addresses can be found on the post Alryne Valley Lots & Addresses.]

Only one natural area may still be used, the rest are considered uninhabitable and unsafe or have been destroyed. You may use Buydebug to place spawners on this lot for different seeds and fish.

[A community garden with plants placed by buydebug is a good choice. No benches or other man-made items on this lot. You can download Wild Harvest to place in your world. This lot contains only base game plants and some seed spawners – common, uncommon, rare, and special for the Rebuild the World Challenge. Place at 104 Garnet Ave W in Alryne Valley.]

Once everything is gone, go to create a family. Create your first Sims. Hair colors and styles and eye colors can be whatever you want. Names, and Personality as well as Lifetime wish may be whatever you want. Traits however, You may choose the Adult Sim’s traits, but the children that you “found” or “rescued” MUST be rolled for on their traits as you do not know them, and maybe not their parents. They must be rolled for each age up as well. After the initial children have children you may select the traits yourself again or roll to keep it random as you see fit.

Move your family into a lot of your choice in size. Remember there is no money cheats, therefore you only have the money you start with. Opportunities to gain more money and jobs will be made further down this explanation. There, the Sims are living in the remains of a small basement or a dugout they have created. Go into build mode and flatten the entire lot. If you have awesomemod, use the cheat to kill all npcs and townies.

The basement can be as large as you would like but be practical. No building a whole entire underground house…at least not at the start. Maybe your Sims are paranoid and as they advance, advance underground instead of above on their house, who knows. The basement can only have cement, or stone or mason walls to start. As for floors, they must be stone or wood to start. You may only use candle light (electricity hasn’t been redeveloped yet).

[The original game suggests a 5×6 room to start. I discovered walls were needed around the bathroom – or put in an all-in-one – either ITF or Movie Stuff, or everyone will have to go outside whenever someone needs the facilities.]

In the basement, you must start with:
A bed for each Sim
A small cheap kitchen and restroom [will need walls around the restroom unless you want to shoo everyone up to the surface whenever one uses the facilities].
Only cheap objects are used since that is all that was salvaged
a single chess set or chemistry table or both

[If you have Generations, you can use the sleeping bags. If your children are both vegetarian and you have No Fridge Shopping, you will need the kid’s stove so they can make muffins to eat. Or you can put the fish in the fridge and have them eat Brain Freeze a la mode and pretend it’s not made of fish.]

(if at any time you are in danger of losing money completely. You may use the katchling [kaching] cheat for 1000 simoleons. You may only use this cheat three times in buy mode) You may not build separate bedrooms. That does not happen until you master Handiness.

[Keep in mind, that anything you add to the lot affects the cost of the bills.]

Eventually, your Sims will be adults. Have them have a kid and begin a new generation!
To continue with previous
[future?] generations, you may either use IF’s, or build a community lot/rabbit hole. The game will self populate it. It will also provide families for those Sims giving you new breeding stock.

SKILL RESTRICTIONS:

The goal of the challenge is to rebuild the town. However, you cannot just go and place buildings. As the only two humans left on earth, you and the new generations must develop the skills and experience required to rebuild each area. For example, Your Sims who have no idea how to cook can’t just open a restaurant. There are skills that must be learned in order to create parts of the town as well as upgrade your home.

In order to lift each of these skill restrictions, a Sim in your family must level the skill up to level 10. Some buildings or abilities require additional mastery (i.e more than one skill level 10) to get them.

It must be one of the original Sims or a descendant of the them. One Sim can learn multiple skills, but if you’d like as an added challenge, have only 1 skill per Sim.

AT HOME:

Your small underground shelter is quite primitive. In order to live properly, you must learn the skills to create a better home and a better life.

Until somebody has one of these skills at level 10……these restrictions apply for your main family.

Athletic:

  • Sims cannot carry more than 10 items in their inventory. [sell gardening items as they are harvested or move them to the fridge – when electricity is reintroduced]
  • Furniture must be kept in the space where you initially place it. The average sim has the strength to move an object the size of one square. In order to move a piece of furniture, there must be at least as many CHILDREN OR OLDER sims in the household as there are squares in the size of the object. For example, a family of 4 can move a couch that takes up 3 squares but not a double bed that takes up 6.
  • Sims cannot make emergency cell phone calls. All those brave workers are dead. It’s up to you to be able to train new ones.

Charisma:

  • Sims can have babies but cannot get married or have other Sims move in with them [this will not be possible until Story Progression is turned back on].

Cooking:

  • Sims can only buy and use the cheapest fridge and the cheapest oven.
  • You cannot own a microwave or a food processor
  • Each individual Sim can only make one single meal or get one snack per day.
  • A group meal can also be made, but only the Sim making the group meal is allowed to use fridge that day. No other Sim may cook for 24 hours after a group meal is made

Fishing:

  • No pools, lakes, or fountains may be built.
  • Hot tubs and any recreational items that use water cannot be bought.
  • You may not restock bodies of water with fish

Gardening:

  • Sims cannot make any food from the fridge that costs money
  • Sims cannot place any sort of trees or flowers or alter the landscape in any way.

Guitar (or any instrument):

  • Sims cannot have any type of stereo or music

Handiness (works also sort of like a construction skill in this challenge):

  • Sims cannot build any buildings or walls above ground and the basement area can only [can’t] be expanded past your starting size
  • Houses can only have one toilet, one sink, and one shower
  • Optional challenge: in order to add each new floor/story to the house, you must have a brand new Sim max out the handy skill

Logic:

  • No electronic devices may be placed on the lot. This includes electronic lights, smoke detectors and burglar alarms TV’s or anything else.
  • Sims cannot use cell phones. No electricity means no phone towers till someone know how to fix them.
  • This also means no computers.
  • (Once a Sim masters the logic skill [one time] these objects of course become available)

Painting:

  • Sims cannot buy any sort of decorative items
  • Sims cannot put any wallpaper or floors in the home and can’t change the colors of any furniture.
  • Sims cannot change the colors of their clothing and when they age up, their new clothing must be what is generated.

Writing:

  • Sims can not read or buy any books. [You must master the writing skill to get a bookstore. You would need to master logic to be able to use electricity, so you can use a computer or laptop.]

BUILDINGS:

Your shelter is the only sign of civilization in this deserted town. Only fields and paths remain. Nobody can get jobs, go out to buy food, or go to school. Only once the proper knowledge has been restored can these buildings be rebuilt. These are the buildings that must be rebuilt and the requirements in order to build them. Some buildings have more than one skill requirement to build. Either one Sim can master all the skills needed or multiple separate Sims can each master a single skill. It doesn’t matter as long as each required skill mastered by someone. Once a Sim reaches level 10 in the required skill, the building is allowed to be built anywhere you want. (You may not send kids to boarding school as everyone is dead. And for those unsure no your children will not be taken away if they do not attend the non-existent school. Also CPS workers do not exist)

Each Sim will be able to use his skill to build one building, so for example if you wanted a gym, a police station, and a stadium, you’d need 3 different Sims with max athletic. [I shortened the beginning of this sentence – it was “Only have each Sim will be able to use”.]

*You can place buildings on community lots from build mode in the community objects section.*

*Special note: You must use your first level 10 handiness person to build an upper story to your basement/or expand it in someway, this gives your Sims knowledge to then build community lots as they become available. You are now able to build separate bedrooms.* [This person may not use their Handiness skill to build any buildings. Another Sim must master handiness to add community lots (or homes if you wish – this means two Sims must master handiness before Story Progression can be turned back on as there are no homes available until then). Once two have mastered handiness, there is no restriction on making homes available. If you changed them all to community lots in the beginning, you may now change them back to residential lots or apartments.]

[These are listed in no particular order. You may choose the order in which you introduce the buildings into your game.]

[Additional Challenge: investment properties must be purchased immediately after building – cost in brackets – total cost – [§551,500]

School:

  • Requirement – Sim with 10 logic , and 10 in Charisma [§0]
  • Without school, children cannot learn proper behavior and often end up with undesirable personalities.
  • By building a school, we can reeducate the children of the future.

Restaurant – Diner:

  • Requirement – a Sim with 10 cooking [§24,000]
  • Now your Sims can finally go out to eat.
  • Gardening and fishing aren’t required because who knows if that fast food served there is even real food.

Restaurant – Bistro:

  • Requirements – Sim with 10 cooking, 10 gardening, 10 fishing [§37,500]
  • Once a Sim has mastered the art of cooking and is able to obtain the ingredients for their meals, Sims can go out to his or her restaurant to eat truly delicious food cooked with quality ingredients.

[Small] Park:

  • Requirement – 10 gardening [§0]
  • Once a Sim has mastered gardening, the beauty of nature can be restored. You can also place outdoor items such as picnic tables and playground equipment.

[Big Park:

  • Requirement – 10 gardening, 10 logic [§0]
  • Once mastered, you may add the Central Park or any park with chess tables – suggested by ~texansky~]

Supermarket:

  • Requirements – 10 gardening and 10 fishing [§27,000]
  • Once a gardener and fisher have helped the new world obtain a steady source of food, the supermarket can be opened where any Sims can buy ingredients for food.

Bookstore

  • Requirement – 10 writing [§27,000]
  • Once a sim has mastered the writing skill, he or she can now pass their knowledge to future generations through books. You may now have bookcases

Library:

  • must have a Sim with a bookworm trait [§0]
  • own one of every book from the bookstore. Books may be passed on generation to generation to help with this goal. [Make a list of all the books available for purchase in base game. You can do this in another game, or add a tablet temporarily to make the list – make note of the amount of money you have before buying it so you can use MC to set it back to the original amount after selling the tablet.]

Theater:

  • Requirement – 10 guitar skill [§58,000]
  • (or any instrument if you have late night)
  • Now your Sims can enjoy a beautiful movie or an exciting concert now that music has been restored to the world

Art Gallery:

  • Requirement – 10 painting [§0]
  • Plus 10 sculpting if you have Ambitions
  • Now your Sims can once again gaze upon the beauty of art and creativity.

Pool:

  • Requirements – 10 fishing [§0]
  • A beautiful relaxing place for Sims to swim

Gym:

  • Requirement – 10 athletic [§0]
  • Now your Sims can grow stronger and better able to survive.

Police station:

  • Requirement – 10 athletic, 10 in Logic, 10 in painting [§0]
  • After building a police station, your Sims can now make emergency calls.
  • The Criminal Career opportunity also comes available with law enforcement as well as the Private Investigator.

City Hall: – Requirement – 10 charisma [§0]

Spa: – Requirement – 10 athletic [§50,000]

Science Facility:

  • Requirement – 10 logic, 10 gardening, 10 fishing, 10 handiness [§0]
  • You may now have one lifetime reward per member of your generation each time someone reaches level 10 in this career.

Hospital:

  • Requirement – 10 logic, 10 gardening (gardening to grow herbs for medicine) [§105,000]
  • You now have the option to give fertility treatments when they become available these do not count toward your life time reward total. This is only available once someone becomes level 10 in the career

Military Base: – Requirement – 10 logic, 10 athletic, 10 handiness [§0]

Stadium:

  • Requirement – 10 athletic [§115,000]
  • sports agent career now available

Corporate Tower:

  • Requirement – 10 charisma [10 writing] [§58,000]
  • For each Sim that reaches level 10 you may type in motherlode and get 50,000 simoleons.

Outstanding Citizens Warehouse Corp:

  • Requirement – 10 logic [10 athletics] [§50,000]
  • You DON’T need this building to complete the challenge.

Graveyard – once the original set of Sims die, you can build one.

Fire House – 10 handiness, 10 athletic [§0]

Salon – 10 painting [§0]

[§52,000 profit per week on required venues above]

[Other businesses:

Flying V’s Coffeehouse [§24,000]

Hogan’s Deep-Fried Diner [§24,000]

Equestrian Center [§115,000]

§163,000 more for the above 3 venues

Profits: §16,600 profit per week of 3 optional venues above]

AGING:

This challenge has a creative new aging system to take advantage of the new options to adjust the length of each stage of life.

As technology improves, sims will begin to have longer lifespans, giving them more time to complete their wants and improve skills.

Your first Set Sims’ lives will be played on Normal Default [Medium in original] lifespan. Once all the children become adults, you may use the age adjustment sliders in the options menu to add one extra day to every stage of life so that the next generation will have a longer life. Once the first child of each new generation becomes an adult, you may add another day to each stage. You don’t have to add a day to each stage however, especially since Sim babies can’t do much. If you don’t add a day to a certain stage of life, you can not add a second extra day to a different stage. [I cap my babies at 3 days, toddlers at 5 days, and children at 7 days.]

All toddlers must master the three basics of Talking, walking, and potty training to be considered a viable heir, they must also master the toddler toys.

Children must master the skill of cooking and blocks as well if they are to be considered heir. This is an attempt to remind them the hardships their family legacy was wrought in.

If you have Generations, teens must be taught to drive to be an heir or keep their status. [This only applies once vehicles are introduced into the game.]

*An exception to this rule is the first three generations. As a lot of other things are going on, you must make an attempt to do as much of them as possible.*

CAREER REWARDS:

A few careers are worth pursuing and have nice rewards for reaching the top

  • Living Even Longer:
  • For every Sim in your family that reaches level 10 in the medical career, you may again add another day to each stage of your Sim’s lifespan in options since advances in medicine allow Sims to live longer.
  • Remember, a hospital must be built first.
  • Reward Points:
  • In the science lab, much research is done on how to improve Sims’ lives.
  • If a Sim reaches level 10 in any science career, new scientific discoveries will allow Sims to use rewards from reward points. As stated above.
  • The Meal of the Gods:
  • If a Sim reaches level 10 in the culinary career, he is allowed just once in his lifetime to cook a meal of ambrosia and eat it.
  • New Clothes:
  • If you have ambitions, you must have someone reach the top of the stylist career track to choose the hair style and clothing for your Sims.
  • If not, then once a Sim reaches Young Adult Hood, they are allowed to change their appearance due to the abundance of clothes.
  • Hire a Babysitter:
  • Reach top level if you have ambitions in Daycare career track to be able to hire babysitters.
  • However if you do not have ambitions, you must have had at least three generations born, and in each generation have had at least two elders die naturally.

AFTERWARD:

Once your kid sims have their kids, you may turn story progression on. You may also place empty houses for newly found “survivors” to move in to or for your grown sims to move in to. Once you start building community buildings, new townies (“survivors”) will start appearing that your new generations of sims can marry. (My first son just married the newspaper girl haha) But heck, if you want, create another family if you don’t want to marry one of those plum townies. I don’t care

If you want to choose an heir, it doesn’t matter what gender it is unless you personally want to keep it the same every generation. However, the gender is allowed to alternate over generations and it won’t break any rules. Just remember as stated the toddler must master the required basics and the toys to be considered.

The official challenge ends when all the buildings are built and the new town is reborn. If you’ve managed to rebuild the town and save humanity, you’ve won! But that isn’t the end of your playing. You can continue playing and expanding and improving your town as long as you want.

The true purpose I want [you] to get out of this is for you to have fun and express your creativity. Use your imagination, create your story of the sims creating a brand new world, maybe a world of happiness and peace or a futuristic world, whatever you want. You’re building this entire town so have fun with it and make everything your own. With all the community lots, place stuff and decorate them however you want. My favorite and coolest town out of all of the ones I made is the one I created while doing this challenge. [since this is not the original forum post, it’s not possible to share your stories, but you may post a link to your story in the comments] I’d absolutely love to see stories of your sims doing this challenge. Feel free to post them here or a link to your challenge and comment. Have fun and good luck!

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