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#1 Old 19th Nov 2023 at 1:29 AM
Sims 4 Zombie Apocalypse Legacy
Before we begin, I'd like to give credit to the challenges whose rules / restrictions I took inspiration from: The Sims 3 A Holy Sanctuary Challenge, Pinstar's Sims 4 Apocalypse Challenge, and The Sims 4 Island Challenge.

The year is 2050. An outbreak of an ancient disease from ice cap samples has been released upon your small town, turning most Sims into unthinking and highly infectious zombies. They wander the streets, turning everyone they touch into mindless drones. Thousands of people have abandoned their homes, whether by choice or due to infection. You, Player, are the God of this town, and you were taking a nap when the infection began to spread. It’s been 10 years since you fell asleep and coincidentally, since the virus began. You’ve awoken to find your town in despair, with no connection to the outside world. You have lost almost all of your powers due to the dwindling population, and so you’ve made it your mission to rebuild society within your lands.

Set Up:

Mods

- You may use any mods that do not give you an unfair advantage (unless you think it will add to the fun - its up to you!)
- It is recommended to use MC Command Center
- Download and use the Artificial Sims Zombie Apocalypse Mod

Sims

- Create three households, with a random number of 1-5 sims in each household. You may not create occult sims, as this would give you an unfair advantage.
- Make the sims look ratty and unkept - they’ve been surviving in the apocalypse after all
- You may download sims off the gallery, but their skills must be reset using MC Command Center

Lots / Houses

- May begin in any world except Windenburg’s island, Sulani, or San Myshuno apartments (for realism)
- Start on the largest lot in your world. You can / should bulldoze it if it is occupied.
- For an extra challenge, you may start on an empty lot.
- You may build or download an abandoned, run-down house for each household. You may use money cheats for this. The house must follow game restrictions, see below. Any furniture in the house must be the lowest quality, and the house must be decorated to look old and abandoned.
- You may roll a number 1-5 to determine how many higher quality or useful pieces of furniture can be found on the lot.
- You may place other abandoned lots (which don’t have to be houses, they can be gas stations, museums, etc) that have some loot (including food in fridges) for sims to find. If you have Eco Lifestyle, it is recommended to place a dumpster on these lots as well.
- You may buy a few things which your survivors would have realistically been able to carry during their time before settling down at camp.
- Set your household funds to $500 before pressing play.

Rules:

- No cheats
- Sims may only be aged up when you get a notification that it’s their birthday
- Set the lifespan to normal
- You must turn on all weather effects if you have Seasons
- No adopting children - there is nowhere to adopt them from. There is an exception to this rule, as seen below.
- No moving lots
- You may move a group of 2-3 YA sims out together, but they must be good friends and you must add their household to your rotation
- You may raid abandoned lots, but you can only bring back what can be realistically carried by your sims (use your imagination here, but try not to cheat)
- Spend exactly one season with each family. You may set your season length to whichever you’d prefer, but I recommend the shortest one.
- Every time you leave the lot, you must roll to see what happens. Rolls can be found below.
- May only invite one sim per generation to join the household.
- May only unlock one restriction per sim.

Restrictions:

- Must randomize traits
- May not travel to other worlds, including University.
- May not start with a fence or the Private Dwelling lot trait
- Children and teens may not attend school
- Toddlers may be aged up if all three skills have been acquired
- If a Sim becomes a Zombie, they must be kicked out or killed.
- May not have anything which could attract Zombies to the lot. This includes any lights (including Off-The-Grid lights), instruments, or animals of any kind.
- Must have the Off-The-Grid and Living Off The Land lot traits (if you don’t have Cottage Living, do the best you can with this)
- May not order groceries
- Cannot move any placed objects larger than 1x1.
- Cannot sell Buy mode objects or put anything in the household inventory. A shed or basement is recommended for unwanted / unneeded objects.
- May not get a job
- May not have odd jobs
- Vampires must be killed on sight, as they look similar to Zombies. In trying times as these, your sims can never be too careful.
- Must build all furniture for the house through the woodworking table / fabricator (once unlocked). Must ‘cut down’ a tree plant to acquire the wood by uprooting the plant. Any objects which cannot be made by these methods must be stolen.
- May only Try for Baby or Risky Woohoo (if MC Woohooer installed)
- May not take pregnancy test
- During the last trimester of pregnancy, roll two dice. If you roll doubles, the baby doesn’t survive. Roll two dice a second time. If you roll two ones, the mother dies in childbirth.
- If a played Sim gets sick, roll two dice. If you roll two ones, the sim dies of the sickness. No medicine is allowed.
- May not purchase chickens - the virus is spread especially through avian life.
- May not go outside during the winter unless wearing at least 3 knitted garments. Each sim have the worn items in inventory to count, so get knitting! (If you do not have Knifty Knitting, don’t worry about this one)
- May not purchase bars, drink water, or bottle-feed children, mini goats, or sheep.
- May only leave the lot on horseback once horses are unlocked, including during non-loading screen trips. Horses will ensure that your sims are moving too quickly to be attacked. If you do not have Horse Ranch, ignore this restriction.
- **May not marry or have children**
- **May not decorate your home. Only skill / need objects are allowed.**

Rolls:

Daily Roll, Roll 1-12

1. You decide to use your remaining Godly powers to aid your Sims. Make all Sims on the lot happy.
2. A traveling merchant proves themselves human to your Sims. Any skill object that fits your restrictions may be purchased.
3. A storm has swept some plants onto your lot! Purchase any seed packets for free.
4. A long-lost family member finds your camp! Add a new sim.
5. A pack of wild animals passes your lot. If such restrictions are lifted, add any animal of your choosing to your lot / household.
6. Disease has struck your crops. Delete two fully grown harvestable plants.
7. Nothing happens.
8. Sickness breaks out on your lot, thankfully not the zombie virus. Roll 1-# of sims to see who is infected.
9. An item breaks! Roll 1-4 to see what category it is. 1, plumbing. 2, sleep. 3, electronic. 4, skill building. If you have no electronics, nothing happens. Move the broken object into the family inventory, where it will never be used again.
10. Someone wanders too close to the fence… Roll 1-# of sims to see who dies.
11. Some money is found in your garden! Acquire 2000 simoleons.
12. A zombie got through the fence! Roll 1-# of sims to see who is attacked by the zombie. Roll 1-3 to see if they survive. 1, die. 2-3, survive.

Off-Lot Loading Screen, Roll 1-25

1-10. Nothing happens.

11-16. Your sims are ambushed by zombies! Roll 1-3 for each sim. 1, die. 2-3, survive. Any horses survive.

17. Death.

18-24. A new sim is found and added to the household. Roll 1-7 to determine their age.

25. Fail. You can’t even get out the door! Wait an hour or go with a different sim.

Unlocks:

- Fence Around Farm: May have lights, instruments, and animals of any kind (except chickens if you haven’t yet unlocked them). You may also have the Private Dwelling lot trait if you desire! Unlocked after the entire lot is fenced in with a reasonably zombie-proof fence. You likely want to complete this one as early as possible.
- Solar Panels / Windmill / Generator Functioning: May get rid of the Off-The-Grid Lot Trait!
- Level 10 Horseback Riding: May travel to the two towns surrounding your town on the world select menu.
- Level 10 Programming: May contact the government to send rescue to the inhabitants of your town. Congratulations! You may move and travel anywhere you wish.
- Level 10 Science: You have discovered a cure for the zombie virus! You may now begin curing any zombies that you see. You may now have chickens!
- Level 10 Gardening, complete plant collection: May get rid of the Living Off The Land Lot Trait!
- Level 10 Knitting: All of your clothing is now knitted. Even the ratty clothing you started out wearing has been remade at the highest quality. Now that’s what I call fashion!
- Level 10 Herbalism: Sims may now be cured of illnesses using tea or medicine, and will no longer die of sickness. Childbirth is no longer perilous for mother or baby.

- **Level 10 Writing: May**
- Level 10 Handiness: May buy anything in build-buy.
- Level 10 Fabrication: May use regular Woohoo and pregnancy tests.
- Level 10 Nectar-Making: May now purchase bars, drink water, brush teeth, and bottle-feed children, mini-goats, and sheep.
- Level 10 Charisma: May marry and have children
- Level 10 Parenting: Babies, infants, and toddlers can now be aged up whenever you wish! Infant and toddler traits no longer need to be randomized.
- Level 10 Logic: Children and teenagers can now go to school. The Education career is now unlocked, regardless of Rocket Science skill. Children and teens may be aged up when they reach an A grade, and their traits no longer need to be randomized.
- Level 10 Wellness: May leave the lot without a horse.
- Level 10 Painting: May decorate your home!
- Level 10 Fitness: May move any object on the lot.
- **Level 10 Fishing: May**
- Level 10 Rocket Science, completed rocket upgrades: May use cell phones (and get jobs / odd jobs?)
- Level 10 Vampire Knowledge: No longer have to kill Vampires. May become a Vampire!

Extra Challenge:

- The former sims of your abandoned lot have come back to haunt you! Make your lot a Haunted House. Unlock this restriction by acquiring level 10 Medium skill.
- Complete 10 generations (make it a legacy!)

Please give me any suggestions for restrictions for Fishing / Writing!
Hope you enjoy the challenge
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