Challenge Rules

This is my version of the Royal Kingdom Challenge. It’s a hard-core challenge, for advanced/hard-core players. Casual players beware ย ๐Ÿ˜‰

The Sims 3 Royal Kingdom Challenge

This challenge is based on the TS2 royal kingdom challenge by enblith, the original thread has unfortunately been removed.

Do your Sims have a longing for days gone by? Do they want to shout “Huzzah! Long Live the King and Queen!?” Do they have a hankering for good old-fashioned servitude? Then it is your duty to transport them back in time several hundred years to live in Good Old Simland! Simland has a King and or Queen that presides over all of their loyal subjects. It’s up to you to make the strongest Royal family that you can. The fate of the Kingdom depends of you!

from the original post by enblith

You need:
– A new neighborhood
– 1 royal family: 1 King (Young Adult/Adult/Elder) and 1 Queen (YA/A), and any number of servants (optional)
– 2 noble class families: 1 Lord (YA/A/E) and 1 Lady (YA/A), and any number of servants per householdย  (optional)
– 2 merchant class families: 1 male (YA/A/E) and 1 female (YA/A) per family
– 2 peasant class families: 1 male (YA/A/E) and 1 female (YA/A) per family
– 1 monastery/church family: 1 male/female (YA/A/E) #

Only 1 family of each class is good too.

Play-mode

I play all my families, but you can only play one if you’d like.
I play each family the same amount of time.
I’ve added other “odd” households (wizards, trolls, witches etc.) to fill my neighborhood. I have story progression on for them.

I use NRaas StoryProgression mod to allow me to set story progression off for my households and let the rest of the neighborhood have SP on. I also use it to transfer money from lower classes to the higher classes, according to the Taxation System.

Goal
The point of this challenge is to make a themed neighborhood with a royal family, nobility, merchants, and peasants and reach 5 generations with at least one family from each category.

OPTIONS
Theme
If medieval isn’t your style you can also play this challenge with another theme such as Victorian, Gothic, Egyptian, fantasy or any other theme that suits you.

Church
If you want to play with a church, you will have to add a church/chapel and monastery/abbey to your neighborhood that you can send sims to that you don’t want to marry. You just add the monastery to your play list just as any of the other households. Sims of the church are considered a separate class with their own rules. Church rules are marked with #

Moving Out Sims
If you move out a member of the family to create another household you can either choose to add it to your play list and play the household as any of the others, or just move them out and let SP take care of them.

Family-trait
When creating each household’s founders in CAS, choose one of the founderโ€™s 5 traits to become the “family trait”. There after, every sim born to that family must possess this trait by the time they reach young adulthood. If they do not inherit it at birth, you must choose that trait the moment you are given the option. The remaining traits still must be rolled for.

Patriarchy/Matriarchy
The challenge rules have been written assuming that the game play is of a patriarchal society (male inheritance of land and title), however, you can choose to play a matriarchy instead. All rules that apply to either males/females should then be reversed to apply to the opposite sex. These rules are marked with **

Rules

General Rules
– No cheats
– No hacks/mods that make the game easier
– Building cheats are allowed
– Hacks and mods are allowed only for the purpose of making the neighborhood more historically accurate or fix bugs
– You may choose to play with or without electronics, or just use the necessary for the game-play *
– You may not delete gravestones, but you can move them to a specific graveyard lot
– No cars or motorcycles allowed
– There may not be a school in town. (Send the kids you can, according to the rules, to boarding school)
– Only sims that have gone to school may read skill-gaining books, the only exceptions being genius sims and sims that have moved into the monastery
– Traits must be randomly picked unless playing with a family-trait, this does not apply for the CAS created starter sims
– Women take the class of their husband, the man must propose **
– Illegitimate children below royalty will take on their mother’s class **
– NPCโ€™s and townies are like servants so they may only marry sims from the merchant or peasant class
– You must choose “try for baby” every time your sims woohoo
– No gender determination by eating apples/watermelons
– All sims are allowed to have love affairs with any sim of any class
– Any sim, either YA/A/E, of any class may become a monk/nun and move to the monastery. If the heir chooses to do so, the next in line will become heir (See succession law) #
– Ghost, vampires, mummies, clones, simbots and imaginary friends are fair game
– Simbots are considered servants
– All pets are allowed for any class (Pets)
– When in doubt, use common sense to comply with the theme of the challenge, or discuss in these forums

Royal Family
– All money cheats are allowed
– The first-born legitimate son will become the heir to the throne (Follow the succession laws) ** %
– The heir may only marry sims from the royal or noble class
– Any illegitimate children of the queen would not be a prince/princess but could marry a non-heir royal or noble **
– The royal family must either have a servant or a butler (LN), you have to have at least one but are allowed to have as many as you like
– Non-heir peasants may move in as servants
– Women cannot work or live alone, they can however be self-employed in any of the skill-careers (Amb) **
– Women are not allowed to travel alone (WA) **
– All royal marriages must be public marriages
– All children must go to boarding school (Gen)

Noble Class
– You may use motherlode twice
– The first-born legitimate son will be the family heir (Follow the succession laws) ** %
– The heirs may only marry royals or nobles
– The noble family MAY either have one to many servants or a butler (LN)
– Non-heir peasants may move in as servants
– Women cannot work or live alone, they can be self-employed in any of the skill-careers (Amb) **
– Each family must pay taxes (Follow the tax system) ยค #
– Women are not allowed to travel alone (WA) **
– All noble marriages must be public marriages
– All children may go to boarding school (Gen)

Merchant Class
– You may use motherlode once
– Any of the sons can be heir and the heir may never move out of the house **
– The heir can marry merchants, nobles or royalty
– Women may not live alone **
– Single women may have jobs **
– Married women cannot work, they can be self-employed in any of the skill-careers (Amb) **
– Each family must pay taxes (Follow the tax system) ยค #
– No servants/butler allowed, all other service NPC’s are fair game
– The following lifetime rewards are not allowed: Discount Diner, Professional Slacker, Complimentary Entertainment, Bookshop Bargainer, Vacationer, Haggler, No Bills Ever, My Best Friend, Watering Hole Regular, Always on the List, Inheritance
– Only the heir can attend boarding school (Gen)
– Non-heir children may attend boarding school at the additional fee of 5 000 simoleons (Gen)
– No allergy vaccinations allowed (Seasons)
– No plastic surgery allowed
– May choose to have public or private marriages

Peasant Class
– No money cheats
– Any of the sons can be heir **
– No service NPC’s, servants or butlers
– Each family must pay taxes (Follow the tax system) ยค #
– Peasants are not allowed to own real-estate (Amb) or vacation lots (WA)
– The following lifetime rewards are not allowed: Discount Diner, Professional Slacker, Complimentary Entertainment, Bookshop Bargainer, Vacationer, Haggler, No Bills Ever, Professional Simoleon Booster, Entrepreneurial Mindset, My Best Friend, Watering Hole Regular, Always on the List, Inheritance
– Children can not attend any boarding school (Gen)
– Children may not go to school
– No allergy vaccinations allowed (Seasons)
– No plastic surgery allowed
– All animals have to be strays. May not purchase animals and may not “Breed mare” at equestrian center
– Animals may not live indoors
– All peasant marriages must be private
– No skill-advancing toys for toddlers allowed
– All money over 5 000 simoleons goes to the resp. noble family ยค
– Peasants may not attend skill-gaining classes

Church #
– The town must contain at least 1 church and or graveyard (community lot) and at least 1 monastery (residential)
– Use money cheat to have enough for the household to move into the monastery and buy the church/graveyard community lot
– The monastery household should start with up to 1000 simoleons, no more
– All the money from church taxes must go to enhancing the church lot or giving to charity, the monastery should be kept modest
– Members of the church are not allowed to marry or have children
– To keep the monastery household going, one member of any class per generation must move into the monastery household
– No servants, no butler and no service NPC’s
– The following lifetime rewards are not allowed: Discount Diner, Professional Slacker, Complimentary Entertainment, Bookshop Bargainer, Vacationer, Haggler, No Bills Ever, Professional Simoleon Booster, Entrepreneurial Mindset, My Best Friend, Watering Hole Regular, Always on the List, Inheritance
– No jobs allowed, only self-employment (Amb)
– No allergy vaccinations allowed (Seasons)
– No plastic surgery allowed
– All sims that move into the monastery are allowed to read skill-gaining books (no matter which class they originally come from)

Career Rules
One person per class per generation may take whichever job they choose
Careers available for everybody (including servants): Angler, Gardener, Inventor, Painter, Photographer, Sculptor, Vintner, Writer, Band (LN) and Mixology (LN)

Royal
Architect, Business, Criminal, Ghost Hunter, Journalism, Law Enforcement, Military, Political, Science, Sports

Noble
Architect, Business, Criminal, Education, Firefighter, Ghost Hunter, Journalism, Law Enforcement, Military, Political, Private Investigator, Science, Sports

Merchant:
Business, Culinary, Criminal, Education, Film, Firefighter, Ghost Hunter, Journalism, Medical, Music, Private Investigator, Stylist

Peasant:
Culinary, Criminal, Film, Firefighter, Ghost Hunter, Medical, Military, Music, Stylist, Daycare

Random Events
Every 4 rounds, throw a dice to choose one of the following random events:

1.ย Religious Crusade: Everyone must pay extra tax towards the church. Royals and Nobels pay 25%, Merchants and Peasants pay 50%
2.ย Plague: Roll 1 dice to see how many sims die. You must afterward kill that exact same amount of sims in game, they must be from at least 2 different classes
3.ย War: Everyone must pay 25% of all their money to the King
4.ย Golden Age: One free skill item for each household. (Easel, guitar, chess table, etc.)
5.ย Religious Uprising: Everyone must deposit all their skill items into their family inventory, and must never move them out of there, therefor, forcing them to buy new ones
6.ย Royal Assassination: Roll a dice: 1, 2, the king dies. 3 and the queen dies. 4 the royal heir dies. 5 anyone (even servants living in the royal castle) dies, you pick who. 6 the assassination attempt fails, no one dies

Optional Rules
– When a child is born and on every birthday up until and including when they become a child, roll a dice, if the number is 1 the child dies. Killing a child is not possible in The Sims 3 without using a mod. This rule can be used when using a mod, for example with Nraas Master Controller

Game Laws

% Succession Law **
– The first-born legitimate son of the household is the heir
– Next in line are the younger legitimate sons in order of birth
– Next in line are the legitimate daughters in order of birth
– If there is a Queen regent (a female has become the heir). When she marries she has two options, either her husband will become the King and ruler or he will be a prince and she will continue being the regent
– If a Queen regent dies unmarried without children, next in line for the throne are her cousins (in the order of the succesion law), who then may move back into the household

ยค Taxation Law
I use NRaas Storyprogression mod to allow me to pay taxes continuously and when I feel my lower classes are holding too much cash, I make them give a gift to the upper classes.

Thanks to the Generations EP, it is now possible to give gifts to other sims, in RKC that means paying taxes. To maintain an economical separation between the classes, lower classes must pay taxes to the upper classes. Remember that your sim has to be friends with the sim they are giving a gift to.

– The paying classes are: merchant and peasant
– The receiving classes are: royal, noble and church #
– Each paying class must pick one household of the noble class, the royal household or the church, in an even manner
– To pay taxes, buy an item, place it in the family inventory, interact with the sim you want to pay taxes to, and select the “Give gift” interaction

Points

Count up all your points when at least one family from each category reaches 5 generations.

+1 point for each generation
+1 point for each set of natural twins (no fertility treatment)
+1 point for each heir to the throne who marries another royal
+1 point for every merchant who marries a rich sim
+1 point for each family friend the royal family has
+1 point every time a sim fulfills a unique lifetime wish
+1 point for every sim who has all possible recipes
+1 point for each sim with a complete collection of fish/bugs/gems
+1 point for each royal that becomes a top celebrity
+1 point for each sim that maximizes one of their skills, and masters all challenges of the associated skill
+1 point for each unique type of color ghosts in your town graveyard (the ghosts have to be a member of either of the playable households)
+2 point for each natural triplets (no fertility treatment)
+5 points if all LFW are fulfilled at least once during the span of your game
+10 points if every heir for all classes is the first born son **

-1 point for each heir that marries below his or her class (Exception: 2nd generation royal family heir)
-1 point for each visit from the Repo Man
-1 point for each infant, toddler, child or teen that gets taken by the Social Worker
-1 point each time you change a sims aspiration using the mid-life crisis
-1 point for each visitor (non-playable sim) that dies in one of your playable household lots
-2 points for each sim that was purposely killed
-2 points every time a sim faints (from tiredness) or wets themselves

If you are not playing for points feel free to bend the rules a bit to fit your playing style, but don’t be afraid to try something different than you normally do!

* Disregard if playing a modern RKC

** If you choose to play a matriarchy, then the rule should apply for the opposite sex

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13 thoughts on “Challenge Rules”

  1. Hello, Tota! I’ve been reading your Kingdom challenge for some time and I must thank you as you inspired me to start my own! I will be starting shortly ๐Ÿ™‚ Just finished setting up my medieval town. It took me forever to get the lots I wanted the way I wanted (i.e. find, download, install, build, rebuild, refurnish, recolour…)! I’m still not fully done, but I’m more or less happy with the result. I’ll leave you now and go back to creating my Simmies ๐Ÿ˜‰

    • That is fantastic, I can’t wait to see what you have done. I know exactly the feeling, since my game took a lot of setting up too. I also had to do some game-play runs to get everything working as I wanted, especially with aging and story progression. My advice is to save often and make one save that is your start game, in case you realize that something is wrong with your game-play and you want to start over. I know I had to do it! ๐Ÿ™‚

      Good luck!

      • I’ve been experimenting with using NRaas Story Progression and setting up Castes for my game. I created a caste for each of the different social classes the Sims might belong to, i.e. Royalty, Nobles, Merchants, Peasants. two rivaling Churches of two separate faiths (I want to use the religious conflict in my storytelling), Wizards (or, at the moment, a single Wizard ๐Ÿ˜‰ and Courtesans (I was thinking of kind off pairing this challenge with a Brothel one, so one of the Sims I’m going to play will be a troublemaker when it comes to other Sims’ love lives). Do you also have Castes assigned to all the Sims in the town? What do you do about non-active Townies you don’t play at all as well as EA-generated ones (like all the merchants, bosses and co-workers)? Do you assign a peasant/merchant/noble caste to each of them? How did you go about it? ๐Ÿ™‚ Also, I’m curious how you resolved the issue of story progression and aging! I thought of creating a new caste of ‘Non-Active Legacy’ (or something along those lines) with Aging and Story Progression both off and assigning it to every Sim I don’t currently play, so that SP does not mess up with what I’ve created and they don’t age while I play a different family? Any thoughts on that from someone more experienced than myself? ๐Ÿ™‚

        I’m currently thinking of how many families I want to/can manage to play. Since I’ve got two temples, a courtesan and a wizard (which I am not sure if I’m going to play or not), I was thinking of only playing one family per caste, because I’m not sure if I’ll manage more than that. Kind of torn here ๐Ÿ˜‰

        Thank you

      • I had also to test around quite a bit with aging and story progression. I did just like you are thinking, I created a caste named “Non Active RKC” which I give to all the households that I am currently not playing but that I want to control the story progression for. That caste has several things disabled, like moving out and aging(!) etc.

        Whenever I change household I do following:
        1. Save the game
        2. Change household with NRaas story progression so that I don’t lose any wishes
        3. After I’m on my new household I manually give the current household the “Active Family” caste, I turn story progression on for the lot and manually remove the “Non Active RKC” caste.
        4. To the household I just finished playing I do the opposite, turn story progression off on the lot, manually give them the caste “Non active family” caste and remove manually the “Active Family” caste.
        5. I save to new file
        6. Go out to the main menu (seems aging doesn’t get turned on unless I do this)
        7. Load my new save file and start playing with my new family ๐Ÿ™‚

        All my RKC families are not allowed the regular “Non active family” caste, I put that on the disallowed setting. The rest of the non active families I leave with story progression on. However, I noticed my town was aging very quickly (since I play 8 households atm), so what I do now is that I turn aging off on the regular “Non active family” caste, all but once in my play-list. I keep track of that by always putting age on when I play my royal family, thus ensuring they age at the same rate as my RKC families.

        I hope this helps ๐Ÿ™‚

  2. lughaidh,
    oh by the way, I love having someone to discuss these things with ๐Ÿ™‚

    Maybe we can revive this old thread by moving our discussions there, and make sure to post new updates there too ๐Ÿ˜€

    http://forum.thesims3.com/jforum/posts/list/491670.page

    • “However, I noticed my town was aging very quickly (since I play 8 households atm), so what I do now is that I turn aging off on the regular โ€œNon active familyโ€ caste, all but once in my play-list. I keep track of that by always putting age on when I play my royal family, thus ensuring they age at the same rate as my RKC families.”

      I was thinking about that and wondered if the whole town would die out twice or thrice before first Sims of my own start dying, but this? THIS IS GENIUS ๐Ÿ˜€

      I’m curious, why do you manually enable Active Family? Doesn’t the game do that on its own when you switch to a different family, thus making it an active one?

      • I do it because I’ve had several issues with the NRaas settings not being updated, I must add that I started playing on a much older version of the mod, and I just want to be sure it is correctly set ๐Ÿ™‚

        I was not happy to find out that my one peasant family had suddenly aged because the settings didn’t work correctly when I came back to play them ๐Ÿ˜›

  3. I see! I might do it as well perhaps, just to be safe ๐Ÿ˜‰

  4. I was actually thinking, I always play my medieval stories with Nraas Story Progression where I turn Marriage into using the “Only housebound” name. So when some of my simmies get married, they will receive the housebound’s name and if they have mutual children those too. Bastards would be left with their old name ๐Ÿ™‚ Almost like in GTO!

  5. I’m considering introducing dowries as a a new rule, for the lower classes to be able to climb the social latter, with simoleons. Anybody have any thoughts on that?

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