I love Animal Crossing, and one of the things I always joke is that it's my goal in every game to play Animal Crossing. Whether that's decorating my dream house, befriending my neighbors, or trying to catch all the unique fish in a game, the ways I play my other favorite games all resemble Animal Crossing gameplay when it gets down to it. And, probably to nobody's surprise, the Sims is no exception. I've spent years making an Animal Crossing world in my Sims 4 game, and I'm finally ready to play it! So I made a legacy challenge to capture the heart of Animal Crossing, and thought I'd share it with others. Starting in September, I'll be uploading my own playthrough of this challenge on my YouTube channel, so check it out if you want to see it in action!
As a note, I started this build in 2018 so it's based on New Leaf, and yes I will cry if you make me update all the buildings for New Horizons. I probably wouldn't finish until the next Animal Crossing game if I tried to do that. But if you'd like to use my buildings to fill out your world, they're all CC free and on the gallery under EA ID “fuchsiarascal”. I've also got some Animal Crossing NPCs up there, and will be making more as I play more.
Video more your style? Check out the challenge (and lots of shots of my Animal Crossing world!) here!
SETUP
In Create a Sim, make your Sim for generation 1. Specific guidelines are down below, but you'll be starting with a "normal" personality, any gender.
Evict all townies, and refill homes with villagers and NPCs.
Turn auto-age and stories OFF for non-played household. This makes it easier to keep our iconic NPCs around and unchanging as shopkeepers and neighbors as our own story progresses.
Create a single room (plus bathroom) Animal Crossing-inspired house to start, and place it on a 20x30 lot. I have a starter house also uploaded to the gallery for this if you want.
Set lifespan to normal.
Make a museum to house collections. As a lot of the goals are collections oriented, this will be very important! At the moment, I'm still working on my functional museum so it's not on the gallery yet (just the New Leaf inspired one), but any place to put items that isn't your home lot will do!
Optional setup includes filling worlds with Animal Crossing buildings, like the ones on my gallery. I love to use Newcrest as my “base world” for all these buildings and set it up to really look like a New Leaf town as much as possible! Then, if you want to use a mod, I set up NPCs with the Live-in-Business mod, which is helpful for businesses to work in a way that the Sims 4 doesn't really support, like Brewster owning and working at the Roost. And although my gallery builds don't have custom content in them, I have a ton that I'll be using in my house and throughout my gameplay. If you want to fill your world with Animal Crossing inspired custom content too, I use a lot from Talia's Witchy Sims CC.
RULES
Okay, with setup all done, let's go over the rules of the challenge!
Start with a single young adult sim with “normal” traits, move them into the Animal Crossing starter lot, and then zero out your money.
Each generation has a specific personality with their own aspirations and collections to focus on. Each personality has one defining trait that they must have; choose one other from the list, and the third trait can be your choice or randomized. Also, personalities do not have to be tied to gender!
A sim can have multiple children, but only one can be the heir. You can choose who this will be, as long as they have the defining traits for the next generation. The others must move out upon becoming young adults.
The current generation progresses when the heir becomes a young adult; parents can either stay and contribute to the household with collections, aspirations, etc. or move out – that's up to you! If they move out, they can no longer contribute to the collections, and they must be played occasionally to age up or die, or do this manually. Because of this, you may want to keep them in the household – so it's a good thing that you'll be able to expand your house!
Each personality and generation has a few careers to choose from. Some fit multiple personalities, so you can choose, but only one can have that career. So, for example, if your Normal sim in generation 1 is a gardener, your Uchi sim in generation 6 has to be something else.
You can marry placed villagers, and you can bring your spouse's funds into the family, with a maximum of 20,000 simoleons. Remember, we kicked all the rich townies out, so nobody should have more than that.
House expansions are based on money, not generations. This does not include the lot value, but rather how much money your sim has in spending cash.
You can move lots twice: at the 3rd expansion to a 30x40 lot, and at the final expansion to a 60x60 lot.
COLLECTIONS RULES:
Each generation has specific collections to complete; see details later in this video or in the blog post. Obviously, only count the collections for DLC that you own. I tried to split them up evenly but also fit with what each personality would be interested in.
Items collected in previous generations count as inheritance, but that generation's collections must be completed before they move out or die.
To “donate” something to the museum, edit the museum in build buy mode to place the item, and then delete, do not sell, that item from your sim's inventory. A bit clunky, but unless you want your sim to own the museum as a retail store and pay bills on it, this is the best way.
The goal of this challenge is to experience different personalities and ambitions in the lens of the sims while also completing the many collections the game has to offer. Enjoy!
GENERATIONS
Now, onto the generations, what personality accompanies which and what you'll be focusing on with each one!
GENERATION 1: NORMAL
You are sweet and well-rounded, but mostly focused on establishing a solid foundation for your family – friends, career, education, bonding.
career options: gardening, writing, or culinary
arts
goals: best friends with 8 villagers (excluding family); read
20 books
aspiration: family
collections: frogs, fossils,
decorative eggs, village fair ribbons
required trait:
cheerful
optional traits: creative, art lover, bookworm, foodie,
animal enthusiast (or cat/dog lover), neat
GENERATION 2: CRANKY
Your parent(s) instilled a strong sense of learning, but growing up with little made you want more. you value success over relationships.
career options: physician, business, scientist,
politician
goals: no more than 2 best friends (excluding
family); reach top of chosen career
aspiration:
knowledge
collections: microscope prints, space prints, aliens,
batuu records, moonwood relics
required trait: loner
optional
traits: gloomy, unflirty, genius, socially awkward, paranoid
GENERATION 3: SNOOTY
You learned from your parent(s) to be selective with relationships, but you are more social than them. you enjoy the finer things in life and society.
career options: home decorator, critic, style
influencer
goals: join 3 clubs; travel on 5 luxury
vacations
aspiration: fortune
collections: metals, crystals,
elements, snow globes
required trait: snob
optional traits:
high maintenance, romantic, art lover, ambitious, materialistic,
proper, animal enthusiast (or cat/dog lover)
GENERATION 4: PEPPY
Growing up surrounded by your parent(s)’ club friends, you want to be popular! Your parents involved you in lots of activities– and you want to do it all!
career options: pop star, actor, child star, spell
caster
goals: achieve “global superstar”; own a hot
tub
aspiration: popularity
collections: postcards, feathers,
seashells, magical artifacts
required trait: outgoing
optional
traits: cheerful, romantic, music lover, dance machine, squeamish,
insider
GENERATION 5: SMUG
Your famous parents leave you with a sense of superiority – it’s up to you whether you earn it, or just ride on your parents’ coattails. You like to flirt, but finding someone to settle down with will be a challenge.
career options: detective, secret agent
goals: 10
romantic relationships, no marriage (but can hire a
nanny)
aspiration: love
collections: fish, sugar skulls, city
posters, message in a bottle
required trait:
self-absorbed
optional traits: romantic, self-assured, art lover,
ambitious, eratic, snob, insider, jealous, non-committal
GENERATION 6: UCHI
After watching your parent play with hearts your whole life, you’re very protective and caring. You have close friends that you’d die for, but you keep your circle small. You tend towards physical activities to get your negativity out.
career options: gardening, crafter, astronaut
goals:
start a “club” of close friends; make lot
eco-friendly
aspiration: location
collections: gardening, space
rocks, magic beans, geodes, village fair ribbons
required trait:
loves outdoors
optional traits: neat, family oriented, creative,
cheerful, active, maker, freegan, hot headed
GENERATION 7: JOCK
Your parent(s) showed you the mental importance of endorphins, and you took that and ran (literally). You work everything out through physical activity, and you love it!
career options: athletic career, lifeguard,
adventurer
goals: 5 “adventure” trips (jungle, ski resort,
etc.); university – party school!
aspiration:
athletic
collections: holiday cracker plushies, artifacts, buried
treasure, lightsaber parts
required trait: active
optional
traits: adventurous, loves outdoors, bro, party animal
GENERATION 8: LAZY
Your parent(s) forced you to do sports as a kid, and you hated it. You’d rather sit around playing video games and reading comics! You’ve inherited a lot of wealth and a big house; why work hard when you could enjoy it?
career options: tech guru, barista, culinary
arts
goals: have a butler/maid; taste all city/festival
foods
aspiration: foodie
collections: mysims, insects,
experimental food photos, voidcritters, simmies
required trait:
lazy
optional traits: goofball, foodie, geek, animal enthusiast
(or cat/dog lover), childish, clumsy, glutton, slob
HOUSING UPGRADES:
As the final part of the challenge, let's talk about house expansions. As I mentioned, these are monetarily based. These are also the numbers I'm not quite sure about, as I don't really know what's realistic in the Sims currency, so this may be heavily edited in the future. But for now, this is the rundown for expansions and moves. And remember, these are obtained when you have this amount in household funds, not counting lot value.
50K – Add a separate bedroom
100k – Add two additional rooms
250k – Add a bathroom and one addition, such as a porch, greenhouse, shed, etc. At this expansion, you can move to the 30x40 lot.
500k – Add an attic room.
750k – Add two more rooms in the attic
1 million – Add a basement and an additional bathroom
1.2 million – Add two rooms in the basement
1.5 million – One addition (porch, greenhouse, etc.) and you can move to the largest size lot in the game
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