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History Challenge

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0% found this document useful (0 votes)
73 views51 pages

History Challenge

Uploaded by

Marco Cucchi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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!! The new Discord server for this challenge is now live!

Come hang out, make


suggestions, etc.
Change Log 2/27/24
Expansions and stuff packs and millions of kits, oh my! This update adds support for
Growing Together, Horse Ranch, For Rent, Home Chef Hustle, and Crystal Creations, as
well as a few general updates to fill in missing content and rebalance the Renaissance.

Mini-Update: 2/29/24
This is the update for the Crystal Creations stuff pack! I did some deliberating on this
one, since the crafting table (shocker) isn’t overly history-friendly despite the skill fitting
well in history. Additionally, I decided to separate the aspiration for this pack from the
items, as I felt the idea of a Sim devoting their life to this skill made more sense in the
time period when crystal charging was refined to how the pack portrays it.
● The Gemology Table and Crystal Charging Grid will be allowed starting in Early
Civilization and onward.
● Sims may have the Crystal Crafter aspiration starting in the Atomic Age and
onward.

General:
● Telescopes (the new, small ones, not the giant ones) have been moved from the
Great Sim Frontier to the Renaissance. Galileo, anybody?
● You are now allowed to start with any number of pets (horses included) in your
household. Just don’t get too crazy with it, or you might regret it!
● The Lord/Lady of the Knits aspiration has been moved from the Middle Ages to
the Great Sim Frontier, since it requires “computer” access.
● The base game Neighborhood Confidante aspiration has been added to the
Middle Ages, and the base game Villainous Valentine aspiration has been added
to the Great Sim Frontier.
● Ice Skating Rinks were added to the Renaissance, and Roller Skating Rinks were
added to the Industrial Revolution.
● Washing Machines and Dryers were added to the Roaring 20’s.
● Infant-related furniture has been added to the Stone Age, but may be moved if it’s
too immersion-breaking and isn’t too inconvenient to play without.

And finally, one of the goals for the Renaissance has been changed. Previously, they
were too artistic-focused for one era. While the arts were certainly booming during the
renaissance, so were philosophical and scientific discoveries. Hopefully the new goal
reflects that, and adds some diversity to this era.
● Changed the “Jam Session” goals in the Renaissance to the following:
○ Casual Difficulty: Have a Sim successfully “Provide Logical Solutions to
Problems” or “Rant Logically” 10 times.
○ Historian Difficulty: Have a Sim successfully “Provide Logical Solutions to
Problems” or “Rant Logically” with 10 different Sims.

Growing Together:
Originally, I made a discord post about this pack saying that there wasn’t much to
update for it. Since then, I’ve re-evaluated the new features of this pack and added
them to this challenge. Please take a look as these updates haven’t been posted
anywhere else so far.
● Sims may purchase and use Treehouses and Changing Tables starting in the
Stone Age.
● Starting in the Middle Ages, Sims may now have the Creative Genius child
aspiration and buy and use Friendship Bracelet Kits.
● Sims may have the Slumber Party Animal child aspiration starting in the
Renaissance.
● Sims may have the Mind and Body child aspiration starting in the Great Sim
Frontier.
● Sims may have the Playtime Captain child aspiration starting in the Atomic Age.
Additionally, you may build and visit Recreation Centers starting in this era.

Horse Ranch:
● Horses can be added to the household from the beginning of the challenge.
However, you will not be allowed to participate in Horse Competitions until the
Great Sim Frontier.
● Starting in the Stone Age, Sims may adopt horses, mini-goats, and mini-sheep
freely. You may also purchase Horse/Livestock Beds, Food Troughs, and Water
Troughs starting in this era.
● You may purchase Nectar Makers and Nectar Racks, have the Expert Nectar
Maker aspiration, and hire a Ranch Hand starting in Early Civilization.
● In the Great Sim Frontier, your Sims may now participate in Horse Competitions
and have the Championship Rider aspiration.

For Rent:
Originally, I wasn’t going to allow residential rentals until a few generations in.
However, the early generations seem like an opportune time to allow this feature so that
players can support the large families and close-knit community of the first few eras.
More restrictions could be added to this, though, as the goal isn’t to profit off of rentals
early on and I haven’t tested this pack much.
● Starting in the Stone Age, you may purchase and use Marbles and your Sims may
own, build, and live on Residential Rental lots.
● Hopscotch, the Handyperson part-time job, and the Seeker of Secrets aspiration
are all allowed starting in Early Civilization.
● In the Middle Ages and onward, Sims may have the Five-Star Property Owner
and Discerning Dweller aspirations.
● The Water Heater and Fuse Box items may be purchased and used starting in the
Industrial Revolution.
● Sims may purchase Slow Cookers and have the Fount of Tomorani Knowledge
aspiration starting in the Atomic Age.

Home Chef Hustle:


This stuff pack comes with a new type of selling table, which will be grouped with
“Selling Tables” in the rules as it is functionally the same.
● Sims may purchase and use Pizza Ovens starting in the Industrial Revolution.
● Starting in the Roaring 20’s, Sims may have the Market Magnate aspiration and
purchase and use the Mixer and Waffle Maker appliances.
● In the Atomic Age and onward, sims may have the Appliance Whiz aspiration.

That’s all the updates for now! Thank you all for your patience in waiting for this
challenge to be officially updated. I’ve been dealing with a lot of life changes over the last
couple of years and haven’t had as much time or motivation to focus on this challenge. I
do put all my notes for updates to this challenge at the very bottom of this document,
and post about support for new packs on the discord server, if you’re looking for updates
that haven’t officially been published yet. I hope everyone is enjoying their new year,
and happy simming!
The Sims 4 History Challenge

Introduction
The Sims 4 History Challenge is a Legacy-style challenge that takes you and your Sims
on a journey through history. You’ll start in the Stone Age, and progress all the way to
Modern Day. Each Era is designed to be unique and provide a different experience from
the Era before it, while still maintaining historic accuracy. You’ll be restricted on what
objects, careers, and aspirations you can have, but will unlock more options as you play.
While these restrictions will force you to adhere to the struggles of that Era, there are
also unique goals that will encourage you to experience life in that time period.

This challenge was originally created by Cloudseeker, and inspired by the Through
History Legacy Challenge for the Sims 3, as well as the Legacy challenge. Credit and
thanks to Cassalina, Pinstar, and ImaginingMystic for the inspiration behind the
challenge, and a huge thanks to Cloudseeker for creating the original History Challenge
for the Sims 4. While the challenge may have changed with time from what he originally
created, it wouldn’t be here if he hadn’t laid the foundation for such a unique and
intriguing challenge.

Credit also goes to Cloudseeker for the images used in this section. Enjoy!

This challenge now has a Discord server! Feel free to come hang out, post screenshots of
your challenge, suggest things, and ask questions!
Eras
There are ten different Eras in this challenge, each pertaining to a different period in
time. While there are rules and goals that span the entire challenge, each Era has its own
set of smaller restrictions and goals. The goals are locked to their Era, meaning they can
only be completed while that Era is active.

In order to conserve space/clarity, the allowed items in each Era will only list new items
available to you. This means that upon entering a new Era, you’re allowed to use all
items that were previously available as well as the new items listed for the Era.
Additionally, only items that offer unique functionality will be listed. Basic items such as
decor will not be listed or restricted, and you should use your best judgment when
adding such items to your house.

Lastly, with the exception of the Stone Age (which will be explained in the Stone Age
section), you progress to the next Era when a new generation is born. That is, when the
child who began the current Era (or one of their siblings) has a child. Something like
this, for example:

Optionally, you can choose to play a significantly longer challenge by stretching each Era
out to two generations. So, you would continue into the next Era once the baby who
started that Era (or one of their siblings) has their first grandchild, instead of their
first child. In the Stone Age, you will progress into the next era once your Ancestor’s
children have grandchildren. The goals will not be doubled to reflect this at this time,
which means the challenge will be significantly easier (unless you double the goals for
yourself). This optional play mode will be referred to as the Enduring Eras mode.
Extra Content and Required Packs
This challenge requires only the base Sims 4 game. All DLC packs are supported, but
optional.

Mods and Custom Content are not required to play this challenge, but there are some
mods listed here that will enhance your gameplay experience and are therefore
recommended. As a general rule, you’re not allowed to use any mods or CC that would
make your challenge easier than it would be for someone not using them.

Recommended Mods
There is no longer any CC included in this section since there are just too many options
out there. As long as your CC doesn’t make the game easier, you can use it. This section
will be updated as I go along, and changes will not be listed in the change log. As always,
mods can break your game so please use them with caution and always follow the mod
author’s instructions when installing.

● HIGHLY RECOMMENDED: MC Command Center by Deaderpool


○ MC command center has a ton of tunable options, including disabling
culling, allowing children and teens to quit school, turning off autonomous
phone interactions, disabling the monster under the bed, enabling aging
for vampires, and several more options that are relevant to this challenge.
I highly recommend using it, if only to limit the amount of other mods you
install for this challenge.
○ It is a script mod, so be sure to follow its installation instructions carefully
and enable script mods through your in-game settings.
○ If this is your first time configuring MCCC, just place a computer on a desk
when you first start the challenge and set it up. Then delete the computer
and desk, and start the challenge as usual.
○ Use common sense when altering settings with this mod, so that you don’t
give yourself an advantage over other players. (Making the game more
difficult, however, is entirely allowed!)
○ How to flag household Sims to never be culled: Click on the
Sim>MC Command Center>Sim Flags>MC Command Center>Flag to
Never Cull. This way your ancestors won’t be culled from the game, but the
game will keep culling other Sims, thus enabling you to complete the
Modern Day goals without lagging your game with thousands of Sims. Just
be sure to flag your Sims before they die.
● Typewriter by Ozyman
○ To give Sims in the Great Sim Frontier a way to write books and do
career-related activities before the invention of the computer.
● Empty Worlds Save File by SrslySims
○ This save file has all lots bulldozed. Downloading this will save you from
having to bulldoze all the lots yourself!
○ This is not a mod, do not install it like one! This is a save file,
meaning its files go in your save folder, not your mods folder. Please follow
the mod author’s instructions when installing.
○ If you have Seasons installed, this save file is already starting in spring.

Challenge-Wide Rules
● You may only change your aspiration once it is completed.
○ Exceptions to this are if a Sim you add to your household has an aspiration
not allowed in that era.
● The lifespan must be set to “normal”.
● Each Sim may drink one Essence of Life or Potion of Youth in their lifetime.
● All reward potions are restricted until the Middle Ages.
○ The Re-Traiting potion may be purchased at any time, but you may only
use one per Era.
● You can only age Sims up manually (using cheats, interactions, or cakes) when it
is their birthday.
○ You’ll get a notification saying, “It’s <Sim Name’s> birthday! Throw a
party to celebrate!” (or something along those lines).
● Cheats, mods and Custom Content that would make the challenge easier than if
you hadn’t used them aren’t allowed.
○ You may use cosmetic cheats, mods and CC freely throughout the
challenge.
○ Using cheats to fix a bug or glitch is allowed.
● You cannot use the “Copy” option on crafted items.
○ If your Sim is a spellcaster, the Copypasto spell is allowed.
● Your Sims may use any item they craft, even if they’re not yet allowed for the Era.
● Glass roof swatches may not be used until the Great Sim Frontier.
● You may not move your Challenge household until you reach the Great Sim
Frontier.
● You may not play any households other than your Challenge household.
● Family members may be moved out as desired, but cannot contribute to goals or
move back in once they’ve been moved out.
● Spouses/Mates may be moved into the household, but cannot bring any extra
money with them when they do.
○ Either move them from an existing household where they weren’t the only
Sim, or use the money cheat to set your household’s funds to what they
were before the move.
● One ghost may be moved in during each Era, but must be “Released to
Netherworld” when the Era is over.
○ You may not move in your Ancestors.
○ Moved-in ghosts can contribute to goals during the Era.

Get to Work
● Aliens may not be added to the household until the Roaring 20’s
○ If a Sim is abducted and impregnated before this time, the baby must be
returned to its homeworld immediately after birth.
● Crafted items in a personal store cannot be restocked with the “Restock” option.

Cats and Dogs


● Until Vet Clinics are allowed, you may purchase wellness treats from a vet
vending machine as needed.
○ This vending machine can be located on any community lot, and visited as
needed.
○ You may not purchase any other treats from these machines until the
Roaring 20’s.

Seasons
● Your Sims cannot ever purchase, grow, or harvest money trees/money fruit.

Get Famous
● The Fame system must be disabled until the Great Sim Frontier.
Discover University
● Sims may not attend University until the Great Sim Frontier.
● You may not live in or visit Britechester until the Industrial Age.
○ At this time, your Sims are now allowed to live in University housing.
However, any family members you aren’t currently playing after moving a
Sim to University Housing will be considered “moved out” and cannot
contribute to goals or be added to the household again.

Realm of Magic
● Spellcasters may be part of the household at any time, and your Ancestors may be
Spellcasters.
● Sims may not visit the Magic Realm until the Renaissance.

Vampires
● Vampire Sims may not be added to the household until the Middle Ages.
○ It is recommended that you use a mod to enable aging for vampires in
your household.
○ If you do not enable aging for vampires, simply progress to the next Era
when you’re ready. Keep in mind that the lack of any sort of time limit will
make the challenge significantly easier.

Parenthood
● You may buy and use school projects any time your teens and/or children are
regularly going to school.

Jungle Adventure
● You cannot visit or go adventuring in Selvadorada until the Great Sim Frontier.

Strangerville
● Strangerville may not be visited or lived in until the Atomic Age.

Journey to Batuu
● Batuu may not be visited until Future Tech.

Paranormal Stuff
● You may not live on a Haunted House lot until the Great Sim Frontier.

Kits
● It is recommended that you turn off the dust system added in the Bust the Dust
kit until vacuums are allowed (Industrial Revolution).

Cottage Living
● You must play with the “Simple Living” lot challenge for the duration of the first
era.

High School Years


● Anytime your teens are regularly attending school, you may go to active school
days with them.

Horse Ranch
● You may not participate in Horse Championships until the Great Sim Frontier.

Challenge-Wide Goals
These are long-term goals for your family. They can be completed at any time during
your challenge, and can be completed over several generations of Sims. You earn points
upon completing a goal, but won’t be given partial credit for a partially completed goal.

This challenge has two difficulty levels; Casual and Historian. Casual will be a little
easier, while Historian is designed to be a true challenge. You don’t have to select a
difficulty level now and stick with it throughout the challenge--You’ll simply be awarded
points based on the difficulty of each goal you complete. This means you can mix and
match difficulty levels for every goal, so that if there’s one that seems a little too easy or
too hard, you’ll have a second option.

You can use this scoresheet to keep track of your progress throughout the challenge.
That scoresheet is the master copy, and can only be edited by myself. To use it, please
follow the instructions on the first page of the scoresheets to make yourself a copy or
print a physical copy for use.

Casual Historian
Reach level 10 in 18 different skills (2 Reach level 10 in 29 different skills (4
pts.) pts.)

Earn 50 gold medals on social events (2 Earn 75 gold medals on social events (4
pts.) pts.)

Earn $300,000 Simoleons in one Era (2 Earn $500,000 Simoleons in one Era (4
pts.) pts.)

Reach level 10 in 5 different careers (2 Reach level 10 in 10 different careers (4


pts.) pts.)

Reach level 10 in 8 skills on one Sim (2 Reach level 10 in 12 skills on one Sim (4
pts.) pts.)

Buy every reward trait at least once (2 Buy every reward trait and potion at least
pts.) once (4 pts.)

Complete 18 different aspirations (2 pts.) Complete 29 different aspirations (4 pts.)

Complete 8 in-game collections (2 pts.) Complete 13 in-game collections (4 pts.)

Represent each Era with a family painting No Historian level difficulty for this goal.
or photograph* (2 pts.)

Display all graves/urns of your family No Historian level difficulty for this goal.
members on the lot** (2 pts.)

*You are allowed to temporarily move in an outside Sim, for the sole purpose of painting/capturing the
family photo. You must pay a commission of $1,000 Simoleons per Sim in the photo, but this
commission is halved if you befriend the Sim first.
**You’re allowed to place the graves/urns on either your challenge lot or a dedicated graveyard
community lot. Additionally, you are only required to display the graves/urns of family members that
died while they were part of the household.

Bonuses
● Earn an extra 2 points for doing a Historian start.
● Earn an extra 2 points for completing all available Historian goals.
Getting Started
● Begin by creating two Sims who will be your Ancestors. You can give them a
prehistoric/tribal look, and must choose their aspirations out of the ones that are
allowed for the Stone Age. Their relationship cannot be “married” or “engaged.”
○ If you have Cats and Dogs or Horse Ranch, you may start with pets in your
household.
○ Your Ancestors can be humans, mermaids, werewolves, or spellcasters.
○ If you would like to share your Ancestors on the gallery, use the
#HistoryChallenge tag.
○ If you have Seasons installed, you may choose to start in any season.
● You may choose any world with at least 12 lots to be your starting world. Move
your Ancestors onto any empty lot, then return to Manage Worlds once you’ve
regained control.
○ Recommended starting lots/worlds are the park lot in Oasis Springs, the
large 64x64 lot on Windenburg’s island, or the large 50x50 lot in Sulani’s
Mua Pel’am neighborhood.
○ As stated in the challenge-wide rules, you may not live in Strangerville or
Britechester until later in the challenge.
○ Choosing Newcrest as your starting world will save you the trouble of
having to bulldoze every lot in the next step.
● While in Manage Worlds, bulldoze all lots in your starting world.
○ Evict or delete all households except for your Ancestors.
○ You may bulldoze the lots in other worlds too, if you want.
● You may place a Pool Venue and/or a National Park community lot somewhere in
your starting world.
○ You can also place some Stone Age families on residential lots in your
starting world at any time.
● Once the world is ready, move your Ancestors onto any empty lot of your
choosing.
○ Keep in mind that you won’t be allowed to move your family again for
several generations, so starting on a large lot is recommended.
● Select your Ancestors and start playing. Use the following cheats to set your
household funds to the proper starting amount:
○ Open the cheat console (Ctrl+Shift+C)
○ Enter testingcheats on to enable advanced cheats.
○ OPTIONAL: Enter money 5000 to set the household's funds to 5,000
simoleons, and buy some decorative trees, shrubs and rocks using that
money. Note that this will increase your bills, and these objects cannot be
sold until the end of the Stone Age.
○ Enter money 8000 to set the household's funds to 8,000 simoleons. For a
Historian start, set your household funds to 5,000 instead.
○ Enter testingcheats off to disable advanced cheats.
○ Close the cheat console (Ctrl+Shift+C)
● If you have Cottage Living installed, you must play with the “Simple Living” lot
challenge for the first era.
● If you have For Rent, your home lot may be a Residential Rental.
You are now (finally) ready to start the challenge!
Generation 1: Stone Age
“The Stone Age is the earliest known stage of Sim history. In a harsh and unforgiving
environment, Sims often had to keep moving in order to survive. As time passed and
Sims found more and more hospitable lands, they began to settle in fertile, easily
defensible areas. Living in prehistory meant working to survive, and that included
everything from finding your own dinner to dedicating your life to any compatible
mate you could find. After all, during these times Sims were simply doing what they
could to keep the Sim race alive. Prehistoric Sims didn’t have time for romance or love
as we know it today.”
- Excerpt from The History Of Simvilization – A Brief Outline

Starting Restrictions
Build and Buy Mode
Sims may buy and use: Bassinets, easels, lumps of clay, pools, trash cans,
woodworking tables, planter pots, seed packets, grills, bathtubs, beds,
toddler beds, toddler blocks, toddler pools, toddler potties, cribs, changing
stations, campfires, tents, yoga mats, meditation stools, soccer balls,
footballs, wash basins, clotheslines, hampers, food bowls, pet beds,
scratching posts, pet toys, litter boxes, bee boxes, bird homes, rabbit
homes, garden patches, bonfires, bushes, diving platforms, beach towels,
Kava bowls, livestock beds, animal food and water troughs, marbles,
treehouses, insect farms, Onsen baths, fish traps, and canoes.
“Bushes”, in this case, refer to the special bushes that Sims can use as toilets. If you don’t have a pack
that adds these bushes, you may use a regular toilet instead.

Gameplay
Sims may have the Angling Ace, Freelance Botanist, Social Butterfly, Outdoor
Enthusiast, Friend of the Animals, Beach Life, and Leader of the Pack
aspirations.

Sims may not join any careers or take odd jobs. They may, however, sell collectibles,
paintings and woodwork, but may not open a personal store. Sims may also adopt
new pets and livestock freely.
Collectibles, in this case, refers to everything that is part of an in-game collection, as well
as anything else that can be found through fishing/gardening/digging, such as upgrade
parts and time capsules.
Sims may not get married, but may have multiple mates. Adoptions are not allowed.
Babies must be born at home, not in hospitals. Babies may not be sent to daycare; a Sim
must stay at home to take care of them. Sims may own and live on Residential
Rentals as an alternative to standard residential lots.

If you have Cottage Living, you must have the Simple Living lot challenge during this
era. Sims may not order medicine to deal with illnesses, and may not order groceries or
food deliveries. Sims may freely breed pets and adopt strays, but cannot use the adopt
option on the computer/phone.

You will not progress into the next Era when your Ancestors have children,
but rather when your Ancestor’s children have children.

Goals

Casual Historian

Reach level 10 Fishing, Gardening, and Reach level 10 Fishing, Gardening, and
Handiness skills between all Sims (1 pt.) Handiness skills on one Sim (2 pts.)

Catch an anglerfish (2 pts.) Catch an anglerfish worth at least $150 (4


pts.)

Earn $20,ooo Simoleons from selling Earn $30,000 Simoleons from selling
rocks, fossils, frogs, and woodwork (2 rocks, fossils, frogs, and woodwork (4
pts.) pts.)

Have one Sim have kids with 3 different Have one Sim have kids with 5 different
Sims (2 pts.) Sims (4 pts.)

Complete one in-game collection (3 pts.) Complete the fishing, gardening*, metals,
frogs, or fossils collection (6 pts.)
*Completing the gardening collection in this era does not require you to collect the Unidentified Fruit
Object or Wolfsbane plants.

Suggestions
This section will give you a few suggestions on how to make this challenge a little more
historically accurate. Some of these were originally part of the challenge, but distracted
from the main challenge. Others are suggestions from the forums that were good ideas,
but wouldn’t support every playstyle. You can integrate these ideas (or not) into your
challenge if you want to!

❖ For part or all of this era, you can have your sims live a nomadic lifestyle, making
use of campfires and tents to travel from place to place.
❖ Restrict the use of pregnancy tests until the Roaring 20’s.
❖ Consider using the “Off the Grid” lot challenge until the Great Sim Frontier.
❖ Use terrain tools to make your starting lot more interesting when you’re not
allowed to build.
❖ There is very little in-game content that truly matches this Era, so consider using
some custom content!
❖ When painting, only let your Sims do paintings from reference and landscape
paintings until the Renaissance. (You’ll have to do a couple classic paintings to
unlock paintings from reference.)
❖ Wait to let your kids/teens go to school until the Renaissance.
❖ Only allow Sims to snorkel, purchase diving knives, and free dive at diving buoys
during this Era.
❖ Recommended packs for this Era are Island Living and Get Together.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 2: Early Civilization
“As more and more Sims settled in small communities, they began to share their
knowledge with one another. Traditions and ingenuity alike blossomed into sturdy
structures and civilizations. With a community to keep one another safe, Sims were
able to focus on the beauties of life and its many bright futures. Some Sims became
scholars, some focused on the acquisition of beautiful things, while others simply
wanted to secure their place in the ever-growing community.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use chess tables, bookshelves, flame-based lights,
sinks, toilets, guitars, punching bags, basic toddler toys, high chairs, animal
sheds, chicken coops, cross-stitch hoops, candle-making stations, secret
journals, family bulletin boards, flower arranging tables, selling tables,
Kotatsu tables, tea sets, umbrella stands, nectar makers, nectar racks,
hopscotch, gemology tables, crystal charging grids, incense holders,
cauldrons and saunas.
“Basic toddler toys” refers to all toddler toys except for the Wabbit Tablet.

Gameplay
Sims may now also have the Fabulously Wealthy, Friend of the World, Party
Animal, Inner Peace, Expert Nectar Maker, Seeker of Secrets and The
Curator aspirations.

Sims may now join the Manual Labor, Handyperson and Fisherman careers, play
music for tips, and open a personal store to sell collectibles and crafted items.

Sims may now get married, but they may not divorce or remarry if their spouse dies.

You may now place a Library in your world, which Sims can visit freely. You may also
now hire the gardener, ranch hand and maid services.
Goals

Casual Historian

Reach level 10 Charisma, Guitar, and Reach level 10 Charisma, Guitar, and
Logic skills between all Sims (1 pt.) Logic skills on one Sim (2 pts.)

Earn $4,000 Simoleons from playing Earn $5,000 Simoleons from playing
music for tips (2 pts.) music for tips (4 pts.)

Read one book from every genre* (2 pts.) Read one book from every genre* with the
same Sim (4 pts.)

Have two siblings practice fighting (2 Have a parent be defeated by their child
pts.) in a fight or practice fight (4 pts.)

Have 5 good friends and 2 despised Sims Have 8 good friends and 3 despised Sims
outside of the household between all Sims outside of the household between all Sims
(3 pts.) (6 pts.)
*The required genres of books are: Children’s, Fantasy, Mystery, Non-Fiction, Poetry, Romance, and
Sci-Fi. Children’s books that are also another genre count as the Children’s genre. Skill books and
emotional books are not required.

Suggestions
❖ Restrict licensing songs until the Renaissance.
❖ Disallow hiring employees for personal stores until the Great Sim Frontier.
❖ Don’t allow female Sims to have a career in this Era.
❖ Allow male sims to remarry if their spouse dies.
❖ Instead of a full bathroom, build an outhouse for your Sims.
❖ Fun fact; putting food in Selling Tables will preserve them just like a fridge
would, for some reason.
❖ Build your house in an Ancient Egyptian, Roman, or Grecian style.
❖ Consider using the “Off the Grid” lot trait until the Great Sim Frontier.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 3: Middle Ages
“The Middle Ages were a time when the trials of older civilizations had lessened
somewhat, and Sims were starting to embrace less practical trades. As some of the
older, wealthier families began to rise above the rest, many sought to climb to new
cultural heights. Some found their fame in the church, some found it in their own
successes, while others thrived in the tighter communities that formed. Innovations led
to greater success in all areas of life, especially regarding food and agriculture.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use refrigerators, stoves, dolls/bears, kids' activity
tables, monkey bars, violins, horseshoe pits, yarn baskets, friendship
bracelet kits, pumpkin carving stations, and wishing wells.

Gameplay
Sims may now also have the Big Happy Family, Soulmate, Vampire Family,
Creative Genius, Five-Star Property Owner, Discerning Dweller,
Neighborhood Confidante, Super Parent and Mansion Baron aspirations.

Sims may now also join the Gardening (Botanist branch).

Sims may now take lovers in secret.

You may now place Onsen Bath Houses, Wedding Venues, and a Church Venue
as a generic community lot type. You can also place a Restaurant in your world, but
cannot own one. Your Sims can now purchase reward potions and hire a nanny.
Vampire Sims may now be added to the household.

Goals

Casual Historian
Reach level 10 Gardening, Violin, and Reach level 10 Gardening, Violin, and
Cooking skills between all Sims (1 pt.) Cooking skills with one Sim (2 pts.)

Complete the gardening* collection (2 Complete the gardening* and crystal


pts.) collections (4 pts.)

Have a toddler earn the “Happy Toddler” Have a toddler earn the “Top-notch
trait (2 pts.) Toddler” trait (4 pts.)

Earn a gold medal on a wedding event (2 Earn a gold medal on a wedding event at a
pts.) venue (4 pts.)

Have a lot value of $200,000 Simoleons Have a lot value of $300,000 Simoleons
(3 pts.) (6 pts.)
*Completing the gardening collection in this Era does not require you to collect the Unidentified Fruit
Object or Wolfsbane plants.

Suggestions
❖ Don’t allow female Sims to have careers in this Era.
❖ If a female Sim is caught cheating on her husband, remove her from the family.
❖ If a child is born of an affair, they are considered illegitimate and cannot be
added to the main family.
❖ If one of the occult Sims in your household is seen performing occult actions,
seen in their inhuman form, or occult items are seen in your house, the witness
must be killed.
❖ Have your family visit the church/wedding lot on a specific day every week.
❖ Now allow Sims to purchase and use the treasure tool and dive for treasure at
diving buoys.
❖ Try using the “babble” and “talk” interactions on giant stuffed animals when
leveling a toddler’s communication skill.
❖ Build your house in a Gothic or Medieval style.
❖ The Vampires game pack is recommended for this Era.
❖ Consider using the “Off the Grid” lot trait until the Great Sim Frontier.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 4: The Renaissance
“As time passed the arts became more than a luxury, and Sims began to embrace the
freedom of art and music that wasn’t restricted by religious imagery. Masterworks
and the like began to be preserved in places that all Sims could visit, regardless of
status. Theatres were full, artists and philosophers alike were inspired by their muses,
and the Sims were hopeful.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use pianos, pipe organs, puppet theaters, ice skating
rinks, telescopes, debate podiums and dance floors.

Gameplay
Sims may now also have the Artistic Prodigy, Spellcraft and Sorcery, Purveyor
of Potions, Slumber Party Animal and Painter Extraordinaire aspirations.

Sims may now join the Babysitter, Entertainer (Musician branch), Education
(both branches) and the Painter (both branches) careers.

Sims may now remarry if their spouse dies.

You may now place a Museum, Arts Center, and Cafe in your world. Sims may now
visit the Magic Realm freely.

Goals

Casual Historian

Reach level 10 Piano, Painting, and Logic Reach level 10 Piano, Painting, and Logic
skills between all Sims (1 pt.) skills on one Sim (2 pts.)

Display all types of emotional paintings* Paint and display masterpiece quality of
(2 pts.) all types of emotional paintings* (4 pts.)
Have a Sim successfully “Provide Logical Have a Sim successfully “Provide Logical
Solutions” or “Rant Logically” 10 times (2 Solutions” or “Rant Logically” with 10
pts.) different Sims (4 pts.)

Write 6 songs (2 pts.) Write 6 songs in different genres** (4


pts.)

Throw a dinner party with eight Earn a gold medal on a dinner party with
non-family guests (3 pts.) eight non-family guests (6 pts.)
*The emotional painting types are; Sad, Angry, Confident, Playful, and Flirty. The Mathematical
Diagram is not required.
**There are 6 different song types for each instrument. Whether you mix and match between
instruments or complete this goal using only one instrument, anything will count as long as it isn’t a
duplicate of a song you’ve already written. (ex. Writing two “A Mournful Lament” will not count as two
different genres.)

Suggestions
❖ Try building your house in a Renaissance, Baroque, or Rococo style.
❖ Consider using the “Off the Grid” lot trait until the Great Sim Frontier.
❖ Allow female Sims to join the Babysitter and Fisherman careers now, but nothing
else.
❖ Allow Sims to also paint in the Classical style now.
❖ Painting is a big focus in this Era, and makes a lot of money! This might be a good
Era to work on the challenge-wide goal of earning $300,000 or $500,000 in a
single Era.
❖ Only male Sims are allowed to remarry.
❖ Allow teens and children to go to school regularly starting in this Era.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 5: The Great Sim Frontier
“Sims were beginning to spread all around the world, and it wasn’t uncommon for
even well-established families to move to a new, unexplored plot of land. Everyone was
looking for their piece of paradise, and started relying more on themselves than their
new neighbors. Many Sims found unique and lucrative ways of living to support their
new lifestyles, and anywhere new experiences could be found, someone was there to
chronicle them.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use bars, coffee machines, gaming tables,
gramophones, typewriters, cameras, photo studios, bowling alleys, water
balloon buckets, roller skating rinks, bicycles, dumpsters, Archaeology
Tables, Basic Dew Collectors, Seance Tables, massage tables and closets. You
may now also use the Glass Roof Swatches in build mode.
If you didn't download the typewriter mod, your Sims may use a computer instead. Neither the
typewriter nor the computer may be used for anything other than writing and career-related things.

Gameplay
Sims may now also have the Bestselling Author, Musical Genius, Villainous
Valentine, Mind and Body, Championship Rider, Archaeology Scholar,
Jungle Explorer, Lord/Lady of the Knits, Country Caretaker,
World-Famous Celebrity and Successful Lineage aspirations.

Sims may now join the Business (management branch), Writer (Author Branch),
Athlete (Bodybuilder Branch), Fashion photographer, Law (both branches)
Paranormal Investigator and Doctor careers. Your Sims may now own a
Restaurant. Sims may now list items for sale on Plopsy.

Sims may now get divorced.

You may now live on a Haunted House lot type. You may now place a Bar and a
Bowling Alley in your world. You may also now order medicine to deal with illnesses,
order groceries, hire a Butler, volunteer, Attend University, participate in Horse
Competitions and visit and adventure in Selvadorada. You are now allowed to move
your family to new lots/worlds as desired.

Goals

Casual Historian
Reach level 10 Mixology, Guitar, and Reach level 10 Mixology, Guitar, and
Writing skills between all Sims (1 pt.) Writing skills on one Sim (2 pts.)

Have a parent be friends with 3 of their Have a parent be good friends with 3 of
children (2 pts.) their children (4 pts.)

Have 8 Sims dance at the same time, in Have 12 Sims dance at the same time, in
the same room (2 pts.) the same room (4 pts.)

Grow a cowplant* (2 pts.) Have 4 cowplants at once** (4 pts.)

Earn $60,000 Simoleons from Book Earn $75,000 Simoleons from book
Royalties (3 pts.) royalties (6 pts.)
*If you have Cottage Living, you may choose to replace this goal with: “Have four chickens, a cow, and
a llama.”
**If you have Cottage Living, you may choose to replace this goal with: “Additionally, reach max
friendship with a llama, cow, golden chicken, and evil chicken.”

Suggestions
❖ Allow female Sims to be remarried now.
❖ Instead of cheating wives being removed from the household when caught, let
them stay with the family now but be unable to leave the lot.
❖ Allow female Sims to join the Writer (Author branch) and Painter (both
branches) careers now.
❖ Instead of killing witnesses to occults now, you only have to make them despise
your occult Sim.
❖ Allow your family to hire one employee for their personal store.
❖ Build your home in a farmhouse or Colonial style.
❖ The Strangerville game pack is recommended for this Era.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 6: Industrial Revolution
“The Industrial Revolution was the beginning of modern technology as we know it. The
invention of electricity changed Sims’ lives drastically, with the inventions using
electric power making life easier for everyone. Many Sims had to adjust to this new
way of living, and some didn’t adjust well. There were Sims working to learn
everything they could in this new Era, while others were still clinging to the sense of
freedom that their self-sustaining lifestyle provided. With progress comes change, and
many weren’t ready for that.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use alarms, cupcake factories, dishwashers,
dollhouses, pirate jungle gyms, kids' chemistry tables, electronic lights,
observatories, showers, thermostats, recyclers, fuel-powered generators,
vacuums, massage chairs, ping-pong tables, juice kegs, pizza ovens, water
heaters, fuse boxes, cheer mats, thrifting clothes racks, thrifting counters,
tea machines, roller skating rinks and fountains of mirth.

Gameplay
Sims may now also have the Master Chef, Chief of Mischief, Perfectly Pristine,
Fabulously Filthy, Zen Guru, Self-Care Specialist, Live Fast, Rambunctious
Scamp, Renaissance Sim and Whiz Kid aspirations.

Sims may now also join the Culinary (Chef branch), Gardening (Floral Designer
branch), and Writer (Journalist branch). You may now sell furniture and baked
goods in a personal store, and Students may join the Soccer Team, Chess Team,
Cheer Team, and Football Team.

Sims can have babies at a hospital now, and babies and toddlers may be sent to daycare
when Sims are away from the lot.

You may now place a Park and a Spa in your chosen World, and Sims may visit it
freely. You may now visit and live in Britechester.
Goals

Casual Historian
Reach level 10 Handiness, Logic, and Reach level 10 Handiness, Logic, and
Mischief skills between all Sims (1 pt.) Mischief skills on one Sim (2 pts.)

Have the same Sim create each type of Collect 6 types of essence from a cowplant
potion on the kids chemistry table (2 pts.) (4 pts.)

Have the same Sim win 10 fights (2 pts.) Have the same Sim win 15 fights (4 pts.)

Reach level 10 Motor and Mental skills on Reach level 10 Motor, Mental, and Social
the same Sim (2 pts.) skills on the same Sim (4 pts.)

Upgrade each type of available object* at Upgrade each type of available object*
least once (3 pts.) completely (6 pts.)
*Available objects that can be upgraded in this Era are toilets, sinks, tubs, showers, fireplaces, stoves,
refrigerators, tea machines, coffee machines, dishwashers, and observatories.

Suggestions
❖ Remove restrictions on illegitimate children.
❖ Allow Sims to now also paint in Realism and Impressionism styles.
❖ Allow female Sims to join the Writer (Journalist branch), Doctor, Gardening
(both branches), and Entertainer (Musician branch) careers now.
❖ Build your house in a Victorian, Industrial, or Neoclassic style.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 7: The Roaring 20’s
“The 20’s were a time when everyone was doing something--whether that was
throwing lavish parties, leading an underground crime ring, or just seeing how far
your passions could take you, everyone was living life to the fullest. The diversity in
society allowed for Sims to do what their heart desired, and would always find
someone with a similar mindset. Rich and powerful Sims on opposite sides of the law
were often seen attending each other’s house parties, only to curse their names behind
closed doors.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use exercise machines, jukeboxes, microphones,
microscopes, radios, treadmills, televisions, coolers, hot tubs, aquariums,
ice cream machines, dart boards, espresso bars, espresso machines, pet
X-Ray machines, pet examining tables, pet medicine tables, foosball tables,
research machines, photo booths, washing machines, dryers, mixers, waffle
makers, popcorn poppers and movie projectors.

Gameplay
Sims may now also have the Bodybuilder, Joke Star, Public Enemy, Academic,
Market Magnate, Master Actor and Serial Romantic aspirations.

Sims may now also join the Athlete (Professional Athlete branch), Business (Investor
branch), Criminal (Boss branch), Entertainer (Comedian branch), Actor, Style
Influencer (Both branches), Critic (Both branches), Retail Worker, Lifeguard,
Diving, Barista, and Detective careers. Sims may now own their own Vet Clinic,
and Children and Teens may now join the Scouts.

Sims may now adopt children.

You may now place a Lounge, Gym, and a Vet Clinic in your world. Alien Sims may
now be added to the household.
Goals

Casual Historian

Reach level 10 Charisma, Comedy, and Reach level 10 Charisma, Comedy, and
Mischief skills between all Sims (1 pt.) Mischief skills on one Sim (2 pts.)

Have a net worth of $800,000 Simoleons Have a net worth of $1,000,000


(2 pts.) Simoleons (4 pts.)

Have a Sim perform an improvised Have a Sim perform an improvised


comedy routine in front of 7 Sims (2 pts.) comedy routine in front of 10 Sims (4
pts.)

Have 5 non-family members die on the Have 5 non-family members die on the lot
lot, and hide their graves (2 pts.) in 5 different ways, and hide their graves
(4 pts.)

Have a Sim reach the top level of the Have a Sim reach the top level of the
Criminal career (3 pts.) Criminal career, and have that Sim’s child
reach level 5 in the Criminal career (6
pts.)

Suggestions
❖ Remove restrictions on cheating wives.
❖ Allow Pregnancy tests starting in this Era.
❖ Allow female Sims to join the Barista, Actor, Style Influencer, Lifeguard, and
Entertainer (Comedian branch) careers now.
❖ Allow female Sims to manage personal stores, restaurants, and vet clinics now.
❖ Remove punishments for witnesses of occult Sims.
❖ Allow sims to paint Surrealism paintings now.
❖ Allow Sims to purchase and use rebreathers at diving buoys now.
❖ The suggested pack for this era is High School Years.
❖ Build your house in a Twenties or Art Deco style.
Generation 8: Atomic Age
“With an ever-growing desire for knowledge, wealth, and power came changes that,
for better or worse, the Sim race would never come back from. As technology
advanced, so did the people. More and more places were discovered, leaving many
opportunities for disputes over these new discoveries. Avarice forced wars and pushed
progress, leading some Sims to become more fearful for the future while others strove
to preserve the peace and harmony of the world.”
- Excerpt from The History Of Simvilization – A Brief Outline

Please Note: This Generation requires additional DLC packs and is therefore optional.
If you don’t want to do this generation, then simply skip to the next one! The required
DLC packs for this Generation are StrangerVille and Get to Work.

Newly Unlocked!
Build and Buy Mode
Sims may now also buy and use computers, microwaves, video game consoles,
arcade machines, hot tubs, slow cookers, earbuds and rockets.

Gameplay
Sims may now also have the Master Mixologist, Nerd Brain, Extreme Sports
Enthusiast, Playtime Captain, Appliance Whiz, Fount of Tomorani
Knowledge, StrangerVille Mystery, Crystal Crafter, Werewolf Initiate (and
subsequent aspirations), Master Vampire, and Good Vampire aspirations.

Sims may now also join the Astronaut (Both branches), Culinary (Mixologist
branch), Freelance Programmer, Freelance Writer, Tech Guru (Start-Up
branch), Politician (Both branches), Military (Both branches), and Salaryperson
(Both branches) careers. Children and Teens may now go to Drama Club.

Sims may now order food deliveries. You may now place a Karaoke Bar and a
Recreation Center in your chosen World, and Sims may visit it freely. Sims may now
visit and live in Strangerville.

Goals
Casual Historian
Reach level 10 Rocket Science, Fitness, Reach level 10 Rocket Science, Fitness,
and Guitar skills between all Sims (1 pt.) and Guitar skills on one Sim (2 pts.)

Complete the Element collection (2 pts.) Complete the Element, Metal, and Space
Rock collections (4 pts.)

Complete the Musical Genius aspiration Make 8 Sims pass out with the Ditty of
(2 pts.) Drowsiness (4 pts.)

Solve the Strangerville mystery (2 pts.) Solve the Strangerville mystery without
getting possessed (4 pts.)

Reach the top of the Military or Medical Reach the top of both the Military and
career (3 pts.) Medical careers (6 pts.)

Suggestions
❖ Allow Sims to now also paint in the Abstract style.
❖ Allow female Sims to join all unlocked careers now.
❖ Build your house in a Mid-Century Modern or New Classical style.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 9: Modern Day
“And finally we arrive at where we currently are in Sim history, the Modern Day.
Since this is the time we all live in, not much can be said that is not already known.
However, the origins of things we take for granted might not always be obvious, and
could surprise and interest you.”
- Excerpt from The History Of Simvilization – A Brief Outline

Newly Unlocked!
Build and Buy Mode
Sims may buy and use all objects, except for those restricted by the Challenge-Wide
rules.

Gameplay
Sims may now have any aspiration.

Sims may now join any career, and may sell anything that can be sold in a personal
store. Students may now join the e-Sports Team and Computer Club.

You may now place any venue in your world.

Sims may now give away pets for adoption and adopt pets via the computer. You may
now have roommates.

The next generation is optional. If you don’t want to play the next generation, then the
challenge will end when the Sim who started this Era dies. No goals can be completed
after this point.

Goals

Casual Historian
Reach level 10 Video Gaming, Reach level 10 Video Gaming,
Programming, and Mixology skills Programming, and Mixology skills on one
between all Sims (1 pt.) Sim (2 pts.)
Have 2 different Sims reach the top level Have 4 different Sims reach the top level
of their career and complete their of their career and complete their
aspiration (2 pts.) aspiration (4 pts.)

Have a Sim play games on a computer Have a Sim play games on a computer for
from the time they wake up to the time 24 Sim hours straight* (4 pts.)
they go to sleep* (2 pts.)

Successfully hack a supercomputer (2 Successfully hack all available sources**


pts.) (4 pts.)

Have a Sim meet the ghost of one of your Have a Sim befriend the ghost of one of
Ancestors*** (3 pts.) your Ancestors*** (6 pts.)
*Bathroom and food breaks are allowed.
**Hacking the mainframe, school grades and work performance are not required.
***If your Ancestor’s ghosts have been culled from the game, the Sim may instead meet the earliest
ghost that still exists. The Sim must be a direct descendant of the ghost.

Suggestions
❖ Lift all gender restrictions.
❖ Sims may now paint any painting type.
❖ Sims may now use all available options at diving buoys.
❖ Build your house in a modern or green style.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
Generation 10: Future Tech
“Though we may not yet know what the future holds, Simkind can be sure to expand to
all reaches of the world. By opening ourselves to further progress and advancement,
the secrets to artificial life, immortality, and life beyond the known world are within
our grasp.”
- Excerpt from The History Of Simvilization – A Brief Outline

Please Note: This Generation requires additional DLC packs and is therefore optional.
The required DLC packs for this Generation are Discover University and Get to Work or
Journey to Batuu.

☠︎♏︎⬥︎●︎⍓︎ 🕆︎■︎●︎□︎♍︎🙵♏︎♎︎✏︎

📬︎
👌︎◆︎♓︎●︎♎︎ ♋︎■︎♎︎ 👌︎◆︎⍓︎ 💣︎□︎♎︎♏︎
💧︎♓︎❍︎⬧︎ ❍︎♋︎⍓︎ ♌︎◆︎⍓︎ ♋︎■︎♎︎ ◆︎⬧︎♏︎ ♏︎❖︎♏︎❒︎⍓︎⧫︎♒︎♓︎■︎♑︎ ♐︎❒︎□︎❍︎ ⧫︎♒︎♏︎ ♍︎♋︎⧫︎♋︎●︎□︎♑︎
📬︎
☝︎□︎ ■︎◆︎⧫︎⬧︎📪︎ ♑︎◆︎⍓︎⬧︎

☝︎♋︎❍︎♏︎◻︎●︎♋︎⍓︎

📬︎ 📬︎
❄︎♒︎♓︎⬧︎ ♓︎⬧︎ ♌︎♋︎⬧︎♓︎♍︎♋︎●︎●︎⍓︎ 🙰◆︎⬧︎⧫︎ ♋︎ ♒︎♓︎♑︎♒︎●︎⍓︎ ❒︎♏︎❑︎◆︎♏︎⬧︎⧫︎♏︎♎︎ ❖︎♓︎♍︎⧫︎□︎❒︎⍓︎
●︎♋︎◻︎ ♑︎♏︎■︎♏︎❒︎♋︎⧫︎♓︎□︎■︎ 🕆︎⬧︎♏︎ ⬥︎♒︎♋︎⧫︎♏︎❖︎♏︎❒︎ ♋︎⬧︎◻︎♓︎❒︎♋︎⧫︎♓︎□︎■︎⬧︎ ⍓︎□︎◆︎ ⬥︎♋︎■︎⧫︎ ✋︎♐︎
⍓︎□︎◆︎ ❍︎♋︎♎︎♏︎ ♓︎⧫︎ ⧫︎♒︎♓︎⬧︎ ♐︎♋︎❒︎📪︎ ⍓︎□︎◆︎ ♏︎♋︎❒︎■︎♏︎♎︎ ♓︎⧫︎ 📬︎
📬︎
💧︎♏︎❒︎♓︎□︎◆︎⬧︎●︎⍓︎📪︎ ⍓︎□︎◆︎ ♑︎◆︎⍓︎⬧︎ ♋︎❒︎♏︎ ♋︎❍︎♋︎⌘︎♓︎■︎♑︎ ❄︎♒︎♋︎■︎🙵 ⍓︎□︎◆︎ ♐︎□︎❒︎ ♋︎●︎●︎
⧫︎♒︎♏︎ ⬧︎◆︎◻︎◻︎□︎❒︎⧫︎ ♋︎■︎♎︎ ⧫︎♒︎♏︎ ⬥︎□︎■︎♎︎♏︎❒︎♐︎◆︎●︎ ♍︎❒︎♏︎♋︎⧫︎♓︎□︎■︎⬧︎📪︎ ♋︎■︎♎︎ ♐︎□︎❒︎
⬧︎⧫︎♓︎♍︎🙵♓︎■︎♑︎ ⬥︎♓︎⧫︎♒︎ ❍︎♏︎ ⧫︎♒︎❒︎□︎◆︎♑︎♒︎ ♋︎●︎●︎ ⧫︎♒︎♏︎ ⧫︎♓︎❍︎♏︎⬧︎ ✋︎❼︎❖︎♏︎ ♑︎□︎■︎♏︎
📬︎
♍︎□︎❍︎◻︎●︎♏︎⧫︎♏︎●︎⍓︎ ⬧︎♓︎●︎♏︎■︎⧫︎ □︎■︎ ⍓︎□︎◆︎

☠︎□︎⬥︎ ♑︎□︎ ♒︎♋︎❖︎♏︎ ⬧︎□︎❍︎♏︎ ♐︎◆︎■︎ ⬥︎♓︎⧫︎♒︎ ⍓︎□︎◆︎❒︎ ⬥︎♓︎●︎♎︎♏︎⬧︎⧫︎ ⬧︎⧫︎□︎❒︎♓︎♏︎⬧︎ ♋︎■︎♎︎
♐︎◆︎⧫︎◆︎❒︎♓︎⬧︎⧫︎♓︎♍︎ ♍︎❒︎♏︎♋︎⧫︎♓︎□︎■︎⬧︎📪︎ ✋︎ ●︎□︎□︎🙵 ♐︎□︎❒︎⬥︎♋︎❒︎♎︎ ⧫︎□︎ ⬧︎♏︎♏︎♓︎■︎♑︎ ♋︎●︎●︎ ⍓︎□︎◆︎❒︎
♍︎❒︎♏︎♋︎⧫︎♓︎❖︎♓︎⧫︎⍓︎ ◻︎◆︎⧫︎ ⧫︎□︎ ⬥︎□︎❒︎🙵✏︎

Sims may now journey to Batuu freely.

This Era, and the challenge, are over when the Sim who started the Era dies. No goals
can be completed after this point.
Goals

Casual Historian
Reach level 10 Robotics, Comedy, and Reach level 10 Robotics, Comedy, and
Writing skills between all Sims (1 pt.) Writing skills on one Sim (2 pts.)

Have a Sim travel to Sixam* (2 pts.) Have a Sim have a baby with an alien** (4
pts.)

Have a Sim build a Servo and fully


Have a Sim build a Servo (2 pts.) enhance it with all behavior modules (4
pts.)

Complete five aspirations between all Complete five aspirations on one Sim (4
Sims (2 pts.) pts.)

Successfully resurrect a ghost (3 pts.) Successfully resurrect a ghost with the


Book of Life (6 pts.)
*If you have Journey to Batuu, you may choose to replace this goal with: “Have a Sim win a lightsaber
duel.”
**If you have Journey to Batuu, you may choose to replace this goal with: “Complete a Star Wars
aspiration.”

Suggestions
❖ Build your house in a Futuristic style.
❖ Share your Sims and builds on the gallery using the #HistoryChallenge tag!
❖ Did you finally finish the challenge? Congrats! Come celebrate with us on the
History Challenge forum thread!
Archived Change Logs

Change Log 7/28/22


An update to add support for High School Years, and clean up a couple things.
General:
● Changed the challenge-wide collections goal to be 8 and an additional 5, to
compensate for Outdoor Retreat being removed as a required pack.
● Changed the challenge-wide skills goal to be 18 and an additional 11, to
compensate for Outdoor Retreat being removed as a required pack.
● Changed the challenge-wide aspirations goal to be 18 and an additional 11, to
compensate for Outdoor Retreat being removed as a required pack.
● Added the new base game rewards store trait and potions to the scoresheet, and
removed the Outdoor Retreat ones.

High School Years Support:


● Since I don’t have restrictions (only suggestions) on when you can send your
Sims to school, I won’t be restricting going to active school days either. There’s
even a “drop out” action if your teens talk to the principal now, so sending them
to school briefly to do that may make your life easier. Just as with the Parenthood
school projects though, anytime your kids/teens are actively going to school, you
can attend active school days with them.
○ You can rebuild the High School lot from this pack to be era-specific, such
as having a small schoolhouse in earlier generations!
● Footballs may be purchased and used starting in the Stone Age and onward.
● Starting in the Industrial Revolution and onward, you will have access to the
following:
○ Items: Thrifting clothes racks, Thrifting counter, and Cheer mats.
○ School Activities: Chess team, Cheer team, and the Football team.
○ The Live Fast teen aspiration.
● Photo Booths will be allowed starting in the Roaring 20s and onward. I’ve also
added this pack to the suggested packs for this Era, as lots of it is Art
Deco-inspired.
While not explicitly listed, the Boba Tea Station, Computer club school activity,
Simfluencer career, Video Game Streamer career, Thrift & Bubble Tea Store lot type,
and the Drama Llama, Goal Oriented and Admired Icon aspirations are all allowed
starting in Modern Day and onward.

Change Log 6/16/22


A small update to support the Werewolves game pack, and clean up some general
things.

General:
● Updated all fonts to be Georgia, both in this document and on the scoresheets.
Let me know if the colored text in each era is too difficult to read, and I’ll look
into changing that as well. Thanks for your feedback on this!
● Removed the male/female, young adult starting restrictions. You’re still
restricted to two Sims, and cannot have them be married or engaged through
CAS. This opens it up to have Sims of any age, gender, and relationship as your
Ancestors. One of them will have to be a teen or older for the game to let you
finish the household.
● Changed all “bastard” text to “illegitimate.” Even though it’s technically the
correct word, it’s not considered a polite one in today’s society.
● Moved meditation stools to the Stone Age.
● Fixed a suggestion in the Great Sim Frontier regarding career restrictions that
was listed twice.
● Moved the Entertainer-Musician career to the Renaissance from the Middle ages,
because it requires the piano skill.
○ I might look at switching some things around to get this career back into
the Middle Ages, but for now this is were it is.
● Added telescopes to the Great Sim Frontier. Observatories are still restricted until
the Industrial Revolution.

Werewolves Support:
● Sims may be werewolves in the Stone Age and for the duration of the challenge,
and you may start with one of your ancestors as a werewolf in CAS.
● The werewolf aspirations will be restricted until the Atomic Age, as they require
you to go to Moonwood Mill.
● I’m not going to restrict you from visiting or living in Moonwood Mill, but it is a
run-down industrial town, so use your best judgment on when to visit it.
○ I’ll look into removing any existing “cannot live/visit X world until X era”
rules in the future, and trust that you guys will pick worlds that don’t break
your immersion on your own. Specific worlds might be put into
suggestions for the era that they fit the best.
● There weren’t any notable gameplay items added with this pack, so there’s no
new items listed.

Change Log 7/18/21

Mini Update: 3/1/22


A small update to support My Wedding Stories and the Spa Day refresh.
● Inner Peace aspiration is now allowed in Early Civilization and onward.
● Zen Guru and Self-Care Specialist is now allowed in the Industrial Revolution
and onward.
● Moved the Spa Venue to be allowed in the Industrial Revolution and onward.
● Added Massage Chairs to objects allowed in the Industrial Revolution and
onward.

● Added Wedding Venues to the Middle Ages (and changed the “wedding/church”
venue into just a church venue)
● Allowed tea sets (from My Wedding Stories) starting in Early Civilization and
onward.

Mini Update: 8/5/21


● Changed optional Cottage Living goals to maximum friendship with the cow,
llama, golden chicken, and evil chicken.
● Changed the starting funds to $8,000 and $5,000 respectively, to compensate for
building costs in the first generation.

General Updates
● Added clarification on restricted worlds (Britechester and Strangerville) in the
“Getting Started” section.
● Stone Age changes:
○ Moved the “nomads” part of this era to the suggestions section
■ In an effort to remove the Outdoor Retreat requirement of this
challenge, the nomads portion is no longer required. It will still be
suggested for those who can/want to do it, though.
○ Bathtubs allowed from the start.
■ RIP immersion, unfortunately, but raising toddlers is a major pain
without some way to clean them.
○ Removed the food/cooking restrictions of this era.
■ HOWEVER, if you have Cottage Living, you will be required to have
the Simple Living lot challenge on during this era.
● The Renaissance goal of painting emotional paintings no longer includes the
Mathematical Diagram (focused emotional painting).
● Added the Strangerville Mystery aspiration to the Atomic Age.
● Added optional Journey to Batuu goals to replace the Sixam/alien goals in the
Future Tech era.
○ This is just so that if you have Journey to Batuu, you have the option to
play with that to fulfill a goal in this era. I will NOT be requiring Journey
to Batuu for this era, and if you have Get to Work as well, you can choose
which set of goals you want to do.

Paranormal Stuff Support


● Sims may join the Paranormal Investigator career starting in the Great Sim
Frontier and onward.
● You may live on a Haunted House lot type starting in the Great Sim Frontier and
onward.
● Seance tables may be purchased in the Great Sim Frontier and onward.

New Kit Support


● Vacuums and the two aspirations from the Bust the Dust kit may be used in the
Industrial Revolution and onward.
○ It is recommended that you turn off the dust system until this time, unless
you have some CC for vacuums that fits earlier generations.

Cottage Living Early Support


Note that at the time of updating this, the patch for Cottage Living and the DLC aren’t
out yet. If necessary, I’ll release another, smaller, patch after the pack comes out.
● Bird homes, rabbit homes, picnic baskets, and garden patches may be purchased
and used freely starting in the Stone Age and onward.
● Animal sheds, coops, and cross-stitch hoops may be purchased starting in Early
Civilization and onward.
○ Technically, people had domesticated livestock during the time period that
the Stone Age for this challenge is set in. However, this was much more
about having a herd in a pasture than having structures built for the
livestock. This, in addition to the animal sheds not fitting a prehistoric
aesthetic, and cross-stitching not being allowed until the second
generation, is why I decided to restrict the animal sheds and coops until
Early Civilization.
● Sims may have the Country Caretaker aspiration starting in the Great Sim
Frontier and onward.
○ This aspiration fits better in the Great Sim Frontier because it is designed
around the Henford on Bagley community as well, most notably winning
at a Finchwick fair. Livestock fairs like this weren’t popularized until the
1700s.
● Added optional goals regarding livestock in this pack to replace the cowplant
goals in the Great Sim Frontier.
○ As with the optional Batuu goals, you can choose which goal you want to
complete in this era.

Change Log 12/1/20

General Updates
Cleaning up:
I’ve cleaned up (hopefully) all of the missing aspirations, careers, and lot types.
● Stone Age: Added Friend of the Animals aspiration.
● Renaissance: Added Arts Center and Cafe as new lot types to build.
● Industrial Revolution: Allowed Sims to join the Soccer Team on University
campus.
● Roaring 20s: Added Critic careers and the Barista part-time job, and kids/teens
can join the scouts now.
● Modern Day: Noted that Sims can now join the e-sports team on University
Campus
Changes:
Tweaked some of the goals in certain eras to make them more diverse and accurate to
focuses of that time period.
● Middle Ages:
○ Goal for net worth has been changed to lot value, with $200,000 as the
casual goal and $300,000 as the historian goal.
■ I based these goals off of the average value of castles in the gallery.
Please let me know if they need tweaked at all, and happy building!
● Renaissance:
○ Historian goal for displaying emotional paintings now requires
masterpiece quality instead of excellent.
○ Removed the goal for displaying masterpieces and replaced it with a new
goal for hosting a dinner party with 8 non-family guests, and earning a
gold medal for the party as a historian goal.
● New Eras:
○ Two new optional eras have been added to the challenge. This should
help lengthen the challenge to an even ten generations, but keeps things
diverse by integrating some DLC content. Since they require players to
have extra DLC expansions, they’re optional and can be skipped if you
don’t want to play them.
○ The first era, the Atomic Era, covers several decades including the space
race, cold war, and the 60s-70s as there is a lot of good CAS and build/buy
content for those. In this era you’ll be exploring space, solving government
conspiracies, focusing on the military and medical careers, and
revolutionizing music. The required packs for this era are Strangerville
and Get to Work, though you could play it without Get to Work and
simply won’t be able to complete one of the historian goals.
○ The second additional era is a Futuristic Era. This era is placed after
Modern Day and is centered around potential future developments--things
like interacting with alien life, creating artificial intelligence, and finding
the secret to immortality. The required packs for this era are Get to
Work and Discover University. If you choose to skip this era, the
challenge will simply end during Modern Day like it always has.
● Modern day:
○ Changed the Rocket Science goal for this era to Mixology, to compensate
for the new eras.
○ Renamed to Generation 9, as it is now the ninth generation in the
challenge.

Eco Lifestyle Support


● Wind turbines, solar panels, fabricators, and advanced dew collectors are allowed
starting in Modern Day.
● Insect farms are allowed starting in the Stone Age.
● Basic dew collectors and dumpsters are allowed starting in the Great Sim
Frontier.
● The fuel-powered generator and recycler are allowed starting in the Industrial
Revolution.
● The freelance maker career, Civil Engineer careers, and the maker aspiration are
allowed starting in Modern Day.

Nifty Knitting Support


● Sims can start using yarn baskets and have access to the Lord/Lady of the Knits
aspiration starting in the Middle Ages.
● Listing items on Plopsy is allowed starting in the Great Sim Frontier.

Journey to Batuu Support


Traveling to Batuu won’t be allowed until Future Tech. I don’t currently have this pack,
so if there’s anything I’m missing that should be considered for regular gameplay (that
isn’t locked behind traveling to Batuu) please let me know!

Snowy Escape Support


● The Onsen baths can be used starting in the Stone Age and onward.
● Kotatsu (Hot Pot) tables can be used starting in Early Civilization and onward.
● Onsen Bath House community lots may be built starting in the Middle Ages.
● The Salaryperson careers and Extreme Sports Enthusiast aspiration are allowed
starting in the Atomic Age.
● The Komorebi Sightseer aspiration is allowed starting in Modern Day and
onward.
Change Log 11/21/19

General Updates
● The goal to catch an anglerfish worth $1,500 Simoleons in the Stone Age has
been changed to “Catch an anglerfish” for casual, and “Catch an anglerfish worth
at least $150” for historian.
○ This is just fixing the goal for the fishing update they made to the game,
which made the fish worth less money. Huge thanks to everyone who
pointed this problem out to me, and I’m sorry for not fixing it sooner!
● Added notes on the UFO plant in the Stone Age and Middle Ages.
○ These two generations had goals pertaining to completing the gardening
collection, and the UFO plant (while part of the collection in-game) was
only obtainable through the rocket science skill.
● Added (and will add more) suggested packs to certain Eras.
○ I hope to add suggested packs for all of the Eras, so that people not playing
with CC know what packs synergize well with each Era.
● Removed the specific allowance of same-sex marriages in the Modern Day,
because they were technically always allowed after Early Civilization.
○ This was just an old bit of the challenge that needed cleaned up, sorry
about that!
● Changed the Modern Day goal skills from Programming, Rocket Science, and
Logic to Programming, Rocket Science, and Video Gaming.
○ I don’t really know what happened there, but it was always intended to be
video gaming and not logic.
● Edited the suggested restrictions for cheating wives.
○ Cheating wives are now still punished for their adultery for an extra
generation, but to a lesser extent starting in the Great Sim Frontier.
○ Illegitimate child suggestions are unchanged.
● Changed the Great Sim Frontier goal skills from Charisma, Writing, and Guitar to
Mixology, Writing, and Guitar.
● Added suggestions on how other Sims handle occult Sims in the Middle Ages
through the Industrial Age.
○ BURN THE WITCH!!
■ Sorry, what?
○ In the Middle Ages and Renaissance, occult Sims are suggested to kill Sims
not from the household who witness them as an occult, doing occult
things, or having occult stuff.
○ In the Great Sim Frontier and Industrial Age, occult Sims are suggested to
make these witnesses despise them, but aren’t required to kill them
anymore.

Moschino Stuff Support


The items added in this pack are mostly covered by other categories, so the only real
support this needed was the Fashion Photographer career, which is allowed in the
Great Sim Frontier and onward.

Realm of Magic Support


I did warn you that I’m a sucker for occults, didn’t I?
● Your Ancestors can be Spellcasters, and you may play as Spellcasters throughout
the challenge.
● You may not visit the Magic Realm until the Renaissance.
○ This means you cannot make new Spellcasters through the rite of
ascension until this time, or learn the master spells until this generation.
○ Use Herbio to spawn the Magic Realm-exclusive plants for potions
(mandrake and valerian root).
○ Sims that are born as Spellcasters do not need the rite of ascension, and
will automatically get access to their powers when they become teenagers.
This means that until the Renaissance, the only way to be a Spellcaster is
to be born as one!
○ You can practice magic and experiment with the cauldron to gain levels
and learn new spells without the Sages.
● The new aspirations (Spellcraft and Sorcery, and Purveyor of Potions) are
allowed starting in the Renaissance and onward.
● Cauldrons are allowed in Early Civilization and onward.

Discover University Support


● Sims may not visit or live in Britechester until the Industrial Age. However…
● Sims may attend University starting in the Great Sim Frontier and onward.
○ This means that Sims in your household can attend University, but can’t
be on campus. Since all classes are rabbit-holes, they’ll simply go to classes
from their home lot.
○ You can apply for scholarships and Universities through the mailbox, as
well as the typewriter (computer) that is allowed in this era.
● Sims may join the Law career (both branches) starting in the Great Sim Frontier
and onward.
● Sims may join the Education career (both branches) starting in the Renaissance
and onward.
● Sims may not join the Engineering career (either branch) until the Modern Day.
● Sims may have the Academic aspiration starting in the Roaring 20’s and onward.
● You may not have roommates until the Modern Day.
● If you choose to send a household Sim to live in University Housing, you must
consider any Sims not currently in the household you are actively playing to be
moved out, and therefore cannot move back in or contribute to goals.
○ For example, if you send a Sim to live in the University dorms and play as
that Sim, they are now the only Sim able to contribute to goals of the
challenge. The rest of the family is now considered to be “moved out”.
Alternatively, if you send a Sim to the dorms and don’t play as them, they
are considered to be “moved out” and the rest of the family can complete
goals and progress the challenge.
○ Essentially, it isn’t advised to move into University Housing, but you can
do it if you want to.
● Soccer Balls are allowed in the Stone Age and onward.
● Debate Podiums are allowed in the Renaissance and onward.
● Bicycles are allowed in the Great Sim Frontier and onward.
● Ping-Pong tables and Juice Kegs are allowed in the Industrial Age and onward.
● The Research Machine is allowed in the Roaring 20’s and onward.
● The Robotics Table is allowed in the Modern Day.

Change Log 7/11/19


Patch 1.52 Updates
● Added the use of the “Off The Grid” lot trait to the suggestions section for the first
four Eras.
● Allowed the Fisherman part-time job starting in Early Civilization and onward.
● Allowed taking odd jobs starting in Modern Day.
● No restrictions on lounge chairs.

More Island Living Support


● Allowed the Kava Bowl starting in the Stone Age and onward.
● Allowed the Lifeguard part-time job starting in the Roaring 20’s and onward.
● Allowed the Diving part-time job starting in the Roaring 20’s and onward.
○ I added suggested restrictions to each era regarding the diving tools and
interactions. As always, these are suggestions and you don’t have to follow
them if you don’t want to.
● Allowed the Conservationist career starting in Modern Day.
○ You can, however, do various things to clean up the island at any time. You
just can’t do the career until Modern Day.
○ Ex: Things like beachcombing for trash, cleaning up trash on the
beach/water, and cleaning up residue left by the volcano will all help you
clean up the Island without being part of the Conservationist career.
● Allowed the Beach Life aspiration starting in the Stone Age and onward.

Change Log 6/17/19


Welcome to the new and improved History Challenge! This update is a complete
overhaul of the challenge, so I’d recommend reading through everything to get an idea
of what’s changed. If you’re currently in the middle of a History Challenge, simply wait
until the next Era to apply these changes. Or, refer to the outdated History Challenge
here.

Island Living Support


Although the pack isn’t out yet, I’ve preemptively added support for the new
items/occult added in this pack. I’ll add support for the new aspiration and careers once
the pack is out and we know the details on those.
● You may start the challenge with one or more of your Ancestors as a mermaid.
○ Yes, I know I’m a sucker for occults. Witches will probably be allowed as
Ancestors too, when we get them.
● Allowed beach towels, canoes, and fish traps in the Stone Age.
○ The new bonfires are also allowed here, but fall under the already existing
category for bonfires.
● Aqua Zips aren’t allowed until Modern Day.
● All other objects are either unknown or not significant enough to need
restrictions.
● The large lot on the volcano island in Sulani has been added as one of the
recommended starting lots.
Challenge-Wide Rules/Goals
● Updated text and formatting in all sections.
● Removed the requirement that all traits and aspirations be randomized.
● Removed lot trait restrictions. You may now add/remove lot traits as you see fit.
● Removed club trait restrictions. This rule was far too complicated to be worth the
minimal effect it had.
● Removed holiday gnome tradition restriction. I may or may not have a grudge
against the gnomes, but that doesn’t have to impact the rest of you.
● You are now allowed to change your aspiration once you’ve finished it.
● Each Sim is now allowed to use one Potion of Youth or Essence of Life in their
lifetime.
● You can now use death flowers when pleading with the reaper.
● Other life-altering items (I know there’s several) are allowed now. You still can’t
age-up Sims unless it’s their birthday!
● You will now be allowed to move your household starting in the Great Sim
Frontier (formerly known as the Old West).
● Sims may not visit or live in Strangerville until the Modern Day.
● A new difficulty level has been added, and all goals have been edited to
reflect this addition. “Casual” difficulty is designed to be slightly easier than the
original challenge, while “Historian” difficulty will be harder.
○ You may pick and choose what goals you want to complete at what
difficulty level--you don’t have to choose one or the other and stick with
that for the entire challenge.
○ Historian goals will give you double points.
○ I also made some changes to the challenge-wide rules to make them easier
to track/support any amount of DLC packs. Just read through them all
and see what’s changed, as there were lots of little changes.
● You can choose to try a Historian-level start, with $1,500 starting Simoleons
instead of $2,500.
● You are allowed to start with a mermaid in your household if you have Island
Living.

Generation 1: Stone Age


● Some goals were tweaked to add support for the Historian difficulty, so be sure to
check those out!
● As discussed on the forums, the “grow a death flower” goal has been changed to
completing a collection.
● Restrictions on WooHooing and pregnancy tests have been removed/moved to
suggestions.
● Added boats to the allowed items in this Era for Island Living support.

Generation 2: Early Civilization


This generation is when things start to really get overhauled. Read on!
● Notebooks (and by extension, computers) and all writing-related goals have been
removed from this generation. It just wasn’t fun or immersive to play with broken
mods, or to have a computer sitting around your otherwise tech-free household.
● I changed the goal of hosting a house party completely, as that goal also wasn’t
ever quite hitting the mark. Along with this goal, refrigerators and stoves were
also removed as they weren’t ever quite fitting in with the Era. Let me know if this
is too much of an annoyance, and I might consider allowing fridges again so that
your sims can grill and store food.
● The collecting goal has been removed, so that this Era is a little more unique from
the last.
● Violins have been swapped with guitars for this Era.
● Selling tables have been added to this Era, because for some reason they weren’t
otherwise allowed until Modern Day.
● Pretty much the only goal that stayed the same in this Era was earning money
from tips (yay?). Check the Early Civ goals section for Historian mode and
specifics, but the new goals on Casual difficulty are as follows:
○ Reach level 10 in Charisma, Guitar, and Logic.
○ Read one book of every genre.
○ Have two siblings practice fighting.
■ Looks familiar, I know. Don’t worry, we don’t have duplicate goals.
■ Punching bags have been allowed in this Era for the completion of
this goal.
○ Have 5 good friends and 2 despised Sims outside of the household
between all Sims.

Generation 3: Middle Ages


To support the artistic focus that will be in the new Renaissance Era, the Middle Ages
has become more geared around wealth and family.
● Removed puppet theaters, dance floors, pianos, and pipe organs from this Era.
Added refrigerators, stoves, and violins.
● Moved gender restrictions and affair/illegitimate child consequences to the
suggestions section.
● Removed the Painter career from this Era.
● Removed the Painter Extraordinaire aspiration, added Soulmate aspiration.
● Replaced the Museum in this Era with a generic type wedding/church venue.
● As with the previous generation, nearly all goals for the Middle Ages have been
changed. They are:
○ Reach level 10 Gardening, Violin, and Cooking skills.
○ Complete the gardening collection.
○ Have a toddler earn the “Happy Toddler” trait.
○ Earn a gold medal on a wedding event.
○ Have a net worth of $300,000 Simoleons.

Generation 4: The Renaissance


This is an entirely new Era! It was inspired by the Baroque and Elizabethan time
periods, which was around the height of the Renaissance as well. I felt like we needed
another generation to make the transition from the Middle Ages into the Great Sim
Frontier (Old West) a little smoother. This Era is heavily focused on music and the arts.
● New aspirations in this Era are Artistic prodigy, and Painter Extraordinaire.
● New careers in this Era are both branches of the Painter career.
● New objects available are Pianos, Pipe Organs, Puppet Theaters, and Dance
Floors
● The new venue for this Era is the Museum.
● The goals for this Era are:
○ Reach level 10 Piano, Painting, and Logic skills.
○ Display all types of emotional paintings.
○ Have a jam session with at least 2 Sims.
○ Write 6 songs.
○ Paint and display 10 masterpieces.

Generation 5: The Great Sim Frontier


This generation has been changed quite a bit, and renamed to reflect that. It was
frequently brought to my attention that the “Old West” or “Wild West” time period was
after the industrial revolution started, which is entirely correct! However, the industrial
revolution and the wild West were still going on at the same time, so many of the wild
West inspirations have been moved to the Industrial Revolution Era. This Era is based
more off of the American frontier now with the mischief focus changed to farm life.
● Fittingly, you are allowed (and encouraged) to move your household as desired
after you reach this Era.
● The Chief of Mischief aspiration has been removed.
● Gender restrictions moved to suggestions section.
● Employee restrictions moved to suggestions.
● Book Publishing frequency restriction removed.
● As with previous generations, most of the goals have changed at least a little bit.
This is what the new Casual difficulty goals are:
○ Reach level 10 Charisma, Guitar, and Writing skills.
○ Have 8 Sims dance at the same time in the same room.
○ Grow a cowplant.
○ Have a parent be friends with 3 of their children.
○ Earn $60,000 from book royalties. (Now worth 3 points instead of 2.)

Generation 6: Industrial Revolution


The major changes are starting to calm down, now.
● Moved gender restrictions to the suggestions section.
● Added the Chief of Mischief aspiration to this Era.
● “Reach level 10 Handiness, Logic, and Painting skill” has been changed to “Reach
level 10 Handiness, Logic, and Mischief skill”.
● Changed the goal, “Have 5 Sims in the same room be very focused or very
inspired at the same time” to “Have the same Sim win 10 fights”.
● All goals have been tweaked a little to compensate for Historian difficulty.

Generation 7 and 8: The Roaring 20’s and Modern day


These two Eras were left largely untouched, I only removed gender restrictions and
tweaked goals to support the Historian difficulty level.
Notes for Future Updates
General:
Add suggested packs for each generation
Make an enduring eras scoresheet

Gen 1:
This era is based on prehistory, most notably the Bronze Age. (3000 B.C. to 1300 B.C.)
Suggested packs: Get Together, Island Living

Gen 2:
This era is based on the Classical Era. (600 B.C. to 476 A.D.)
Suggested packs: Jungle Adventure, Courtyard Oasis Kit, Romantic Garden Stuff

Gen 3:
This era is based on the Middle Ages. (476 A.D. to 1450 A.D.)
Suggested packs: Vampires, Castle Estate Kit, Get Together

Gen 4:
This era is based on the Renaissance. (1450 A.D. to 1650 A.D.)
Suggested packs:
Change “Jam Session” goal?
● Logic/Philosophy:
○ Have a Sim successfully “Provide Logical Solutions to Problems” or “Rant
Logically” 10 times.
○ Have a Sim successfully “Rant Logically” or “Provide Logical Solutions to
Problems” with 10 different Sims

Gen 5:
This era is based on the early American Frontier. (1650 A.D. to 1760 A.D.)
Suggested packs:

Gen 6:
This era is based on the Industrial Revolution. (Both of them, from 1760 A.D. to 1914 A.D.)
Suggested packs:

Gen 7:
This era is based on the Great Depression, endcapped by the two World Wars. (1914 A.D. to
1945 A.D.)
Suggested packs: High School Years
Gen 8:
This era is based on the Atomic Age to the 21st Century. (1945 A.D. to 1999 A.D.)
Suggested packs:

Gen 9:
This era is based on the 21st Century. (2000 to present)
Suggested packs:

Gen 10:
This era is based off of speculative futuristic progression of the human race, and leans into the
more ridiculous and sci-fi aspects of the game.
Suggested packs: Get to Work

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