Disasters and Miracles are a once-per-generation affliction for your Sims. Will there be a famine or boost in productivity? Will a deadly virus ravage the Roman waterways, or will your Dark Age sims gain Bubonic Plague immunity?
At the end of each generation (approximately when the oldest child becomes an adult), you must roll the dice twice to decide whether your Sims will get a disaster or miracle. Rolling a 1,2, or 3 first yields a disaster; 4,5, or 6 yields a miracle. The second roll determines which disaster or miracle befalls your Sims.
Please note that I try to base as many disasters/miracles on actual history or legends as I can. If you have suggestions for any historical events for the unlisted stages, let me know!
At the end of each generation (approximately when the oldest child becomes an adult), you must roll the dice twice to decide whether your Sims will get a disaster or miracle. Rolling a 1,2, or 3 first yields a disaster; 4,5, or 6 yields a miracle. The second roll determines which disaster or miracle befalls your Sims.
Please note that I try to base as many disasters/miracles on actual history or legends as I can. If you have suggestions for any historical events for the unlisted stages, let me know!
Neanderthal Era
Neanderthal Disasters:
1. Famine. The weather has not been cooperating, and the village prophet warns that the mysterious all-powerful one is not pleased. For the next three weeks, only one meal may be served per day. Only four fish may be caught per family per day, and only eight vegetables may be harvested per family per crop rotation.
2. Ice age. It’s that time of the era again! For the entirety of the next generation, the seasons are set to spring – winter – winter – winter
3. Contaminated water. Decades of using the same water supply for drinking, bathing, and sewage has taken its toll, and a deadly bacteria now run rampant. Your Sims may not use the sink or drink water for one week. If they do either, they become sick for three days, and you must follow the rules according to the illness section. After becoming ill, they gain immunity, and are able to freely drink water and bathe again.
4. Wildfire. One careless Neanderthal, on the brink of discovering fire, may have made a mistake. A firestorm sweeps across the tribe, destroying all farmland, homes, and furniture. Sim families cannot build a new house for three days. They may repurchase what furniture they can afford immediately.
5. Drought. All seasons must be set to summer for three weeks. Crops can only be watered once every three days, and the sink can only be used every other day. If a Sim gets heatstroke, there is a 50% chance that they will die.
6. Nothing.
Neanderthal Miracles:
1. Food surplus. The village prophet has given an omen of good fortune to come—the mysterious all-powerful one is pleased! The weather cooperates, and for the next three weeks, there are no restrictions on harvestable food / fish.
2. Primitive economy. The generation was more intelligent than anticipated, and the first barter system has been developed. Your Sims no longer have restrictions on the number of furniture items purchased from the allowed categories, and may purchase up to the third cheapest item from each category.
3. Aquaducts. Harnessing the force of gravity and contours of the natural landscape, a group of Neanderthals have supplied the tribe with its first water delivery system. Your Sims may now use bathtubs. This ability carries over into later stages.
4. Advanced architecture. New methods of building have been employed, and your Sims are no longer are restricted to the 6 x 6 space. They may now build up to three 6 x 6 rooms (or an equivalent number of squares).
5. Improved living quarters. Improved wood and clay efficiency has given your Sims “more bang for their buck” (or the caveman equivalent). Each family receives a bonus of $20,000.
6. Nothing.
1. Famine. The weather has not been cooperating, and the village prophet warns that the mysterious all-powerful one is not pleased. For the next three weeks, only one meal may be served per day. Only four fish may be caught per family per day, and only eight vegetables may be harvested per family per crop rotation.
2. Ice age. It’s that time of the era again! For the entirety of the next generation, the seasons are set to spring – winter – winter – winter
3. Contaminated water. Decades of using the same water supply for drinking, bathing, and sewage has taken its toll, and a deadly bacteria now run rampant. Your Sims may not use the sink or drink water for one week. If they do either, they become sick for three days, and you must follow the rules according to the illness section. After becoming ill, they gain immunity, and are able to freely drink water and bathe again.
4. Wildfire. One careless Neanderthal, on the brink of discovering fire, may have made a mistake. A firestorm sweeps across the tribe, destroying all farmland, homes, and furniture. Sim families cannot build a new house for three days. They may repurchase what furniture they can afford immediately.
5. Drought. All seasons must be set to summer for three weeks. Crops can only be watered once every three days, and the sink can only be used every other day. If a Sim gets heatstroke, there is a 50% chance that they will die.
6. Nothing.
Neanderthal Miracles:
1. Food surplus. The village prophet has given an omen of good fortune to come—the mysterious all-powerful one is pleased! The weather cooperates, and for the next three weeks, there are no restrictions on harvestable food / fish.
2. Primitive economy. The generation was more intelligent than anticipated, and the first barter system has been developed. Your Sims no longer have restrictions on the number of furniture items purchased from the allowed categories, and may purchase up to the third cheapest item from each category.
3. Aquaducts. Harnessing the force of gravity and contours of the natural landscape, a group of Neanderthals have supplied the tribe with its first water delivery system. Your Sims may now use bathtubs. This ability carries over into later stages.
4. Advanced architecture. New methods of building have been employed, and your Sims are no longer are restricted to the 6 x 6 space. They may now build up to three 6 x 6 rooms (or an equivalent number of squares).
5. Improved living quarters. Improved wood and clay efficiency has given your Sims “more bang for their buck” (or the caveman equivalent). Each family receives a bonus of $20,000.
6. Nothing.
Ancient Greece
Ancient Greece Disasters:
1. War. It would seem as though one of the neighboring Kings has a very beautiful wife. Urged by the Gods and Goddesses, either the royal young prince (or, if no sons are of eligible age, the king) sets his eyes on her. During this Prince’s exploration, the final destination is always the neighboring city. They are sent on a diplomatic mission to the palace (they may live in a neighboring house, but must be invited over and constantly entertained at the palace). At the conclusion of their stay, your party runs off with the wife. If the party was full, you must leave one “sacrifice” behind to make room for her. This sparks a war between the two nations.
2. Angered the God of the Heavens. The new Prince, having successfully survived his first voyage, foolishly boasts that he is stronger than the Gods. The God of the Gods takes his revenge on the entire nation. Anytime it storms on a lot for the entire next generation (lightning is witnessed), a Sim living on that lot is killed, in the order of the oldest male … male children … oldest female … female children.
3. Angered the God of the Sea. This new Prince was very foolish, it would seem. On his exploration, after surviving the slaughter of one particular island, he taunted the beasts that were defeated, going so far as to shout his name in victory. The monsters pray to their father, the God of the Sea, and revenge is taken. During the next expedition, you are required to take a full crew, but your ship and crew are inevitably destroyed by monsters and ocean anomalies at the end of the expedition. If he did not die previously, your Prince is kidnapped by a Goddess for four weeks before he may return home. He must be included as a separate family during these rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Overwhelmed by Suitors. Having just returned from a twenty-year expedition, your king returned home to find his palace trampled by a brigade of male suitors (one male from every household) courting his wife. For two days, he “spies” on the household, posing as a slave. After the two days are over, he slaughters all of the suitors. His wife is killed, too, if he caught her cheating.
6. Nothing.
Ancient Greece Miracles:
1. Party with Dionysus! Dionysus, the god of fertility and wine, sure knows how to have a good time! For three weeks, each Sim family is allowed to have a home bar for free. They should be partying and drinking constantly! For every three parties thrown, you may use maxmotives once. Your Sims earn their normal income without having to work.
2. Blood of the Gods. The God of the Gods, displaying a feat of infidelity once again, has selected one mortal with which to reproduce. The child is born, but surprisingly, yields unnatural strength and wisdom: the God class. For every future generation, the eldest male son is born as a god, and all non-heirs are classified as demigods (and all children of demigods are mortals). All God sims may use maxmotives freely, kill Sims at will, and have maximized skills (may be accomplished via cheating). They do not age beyond adulthood, and can only die when they feel they have accomplished enough to happily rest in peace.
3. Pleased the God of the Sea. Hardworking Priests and Priestesses have swayed the Sea God’s favor towards your nation. During the next expedition, no one dies, and the entirety of the journey is spent at the island of your choice. The expedition spans two rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Ruler of the Seas. In the rush for advancement, your nation has invented an improved watercraft, the Trireme. Far outdoing its competitors, your Sims of all classes may travel to other nations. Your King gains a bonus of $100,000.
6. Nothing.
1. War. It would seem as though one of the neighboring Kings has a very beautiful wife. Urged by the Gods and Goddesses, either the royal young prince (or, if no sons are of eligible age, the king) sets his eyes on her. During this Prince’s exploration, the final destination is always the neighboring city. They are sent on a diplomatic mission to the palace (they may live in a neighboring house, but must be invited over and constantly entertained at the palace). At the conclusion of their stay, your party runs off with the wife. If the party was full, you must leave one “sacrifice” behind to make room for her. This sparks a war between the two nations.
2. Angered the God of the Heavens. The new Prince, having successfully survived his first voyage, foolishly boasts that he is stronger than the Gods. The God of the Gods takes his revenge on the entire nation. Anytime it storms on a lot for the entire next generation (lightning is witnessed), a Sim living on that lot is killed, in the order of the oldest male … male children … oldest female … female children.
3. Angered the God of the Sea. This new Prince was very foolish, it would seem. On his exploration, after surviving the slaughter of one particular island, he taunted the beasts that were defeated, going so far as to shout his name in victory. The monsters pray to their father, the God of the Sea, and revenge is taken. During the next expedition, you are required to take a full crew, but your ship and crew are inevitably destroyed by monsters and ocean anomalies at the end of the expedition. If he did not die previously, your Prince is kidnapped by a Goddess for four weeks before he may return home. He must be included as a separate family during these rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Overwhelmed by Suitors. Having just returned from a twenty-year expedition, your king returned home to find his palace trampled by a brigade of male suitors (one male from every household) courting his wife. For two days, he “spies” on the household, posing as a slave. After the two days are over, he slaughters all of the suitors. His wife is killed, too, if he caught her cheating.
6. Nothing.
Ancient Greece Miracles:
1. Party with Dionysus! Dionysus, the god of fertility and wine, sure knows how to have a good time! For three weeks, each Sim family is allowed to have a home bar for free. They should be partying and drinking constantly! For every three parties thrown, you may use maxmotives once. Your Sims earn their normal income without having to work.
2. Blood of the Gods. The God of the Gods, displaying a feat of infidelity once again, has selected one mortal with which to reproduce. The child is born, but surprisingly, yields unnatural strength and wisdom: the God class. For every future generation, the eldest male son is born as a god, and all non-heirs are classified as demigods (and all children of demigods are mortals). All God sims may use maxmotives freely, kill Sims at will, and have maximized skills (may be accomplished via cheating). They do not age beyond adulthood, and can only die when they feel they have accomplished enough to happily rest in peace.
3. Pleased the God of the Sea. Hardworking Priests and Priestesses have swayed the Sea God’s favor towards your nation. During the next expedition, no one dies, and the entirety of the journey is spent at the island of your choice. The expedition spans two rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Ruler of the Seas. In the rush for advancement, your nation has invented an improved watercraft, the Trireme. Far outdoing its competitors, your Sims of all classes may travel to other nations. Your King gains a bonus of $100,000.
6. Nothing.
Roman Empire
Roman Empire Disasters:
1. War. It would seem as though one of the neighboring Kings has a very beautiful wife. Urged by the Gods and Goddesses, either the royal young prince (or, if no sons are of eligible age, the king) sets his eyes on her. During this Prince’s exploration, the final destination is always the neighboring city. They are sent on a diplomatic mission to the palace (they may live in a neighboring house, but must be invited over and constantly entertained at the palace). At the conclusion of their stay, your party runs off with the wife. If the party was full, you must leave one “sacrifice” behind to make room for her. This sparks a war between the two nations.
2. Angered the God of the Heavens. The new Prince, having successfully survived his first voyage, foolishly boasts that he is stronger than the Gods. The God of the Gods takes his revenge on the entire nation. Anytime it storms on a lot for the entire next generation (lightning is witnessed), a Sim living on that lot is killed, in the order of the oldest male … male children … oldest female … female children.
3. Angered the God of the Sea. This new Prince was very foolish, it would seem. On his exploration, after surviving the slaughter of one particular island, he taunted the beasts that were defeated, going so far as to shout his name in victory. The monsters pray to their father, the God of the Sea, and revenge is taken. During the next expedition, you are required to take a full crew, but your ship and crew are inevitably destroyed by monsters and ocean anomalies at the end of the expedition. If he did not die previously, your Prince is kidnapped by a Goddess for four weeks before he may return home. He must be included as a separate family during these rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Overwhelmed by Suitors. Having just returned from a twenty-year expedition, your king returned home to find his palace trampled by a brigade of male suitors (one male from every household) courting his wife. For two days, he “spies” on the household, posing as a slave. After the two days are over, he slaughters all of the suitors. His wife is killed, too, if he caught her cheating.
6. Nothing.
Roman Empire Miracles:
1. Party with Dionysus! Dionysus, the god of fertility and wine, sure knows how to have a good time! For three weeks, each Sim family is allowed to have a home bar for free. They should be partying and drinking constantly! For every three parties thrown, you may use maxmotives once. Your Sims earn their normal income without having to work.
2. Blood of the Gods. The God of the Gods, displaying a feat of infidelity once again, has selected one mortal with which to reproduce. The child is born, but surprisingly, yields unnatural strength and wisdom: the God class. For every future generation, the eldest male son is born as a god, and all non-heirs are classified as demigods (and all children of demigods are mortals). All God sims may use maxmotives freely, kill Sims at will, and have maximized skills (may be accomplished via cheating). They do not age beyond adulthood, and can only die when they feel they have accomplished enough to happily rest in peace.
3. Pleased the God of the Sea. Hardworking Priests and Priestesses have swayed the Sea God’s favor towards your nation. During the next expedition, no one dies, and the entirety of the journey is spent at the island of your choice. The expedition spans two rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Ruler of the Seas. In the rush for advancement, your nation has invented an improved watercraft, the Trireme. Far outdoing its competitors, your Sims of all classes may travel to other nations. Your King gains a bonus of $100,000.
6. Nothing.
1. War. It would seem as though one of the neighboring Kings has a very beautiful wife. Urged by the Gods and Goddesses, either the royal young prince (or, if no sons are of eligible age, the king) sets his eyes on her. During this Prince’s exploration, the final destination is always the neighboring city. They are sent on a diplomatic mission to the palace (they may live in a neighboring house, but must be invited over and constantly entertained at the palace). At the conclusion of their stay, your party runs off with the wife. If the party was full, you must leave one “sacrifice” behind to make room for her. This sparks a war between the two nations.
2. Angered the God of the Heavens. The new Prince, having successfully survived his first voyage, foolishly boasts that he is stronger than the Gods. The God of the Gods takes his revenge on the entire nation. Anytime it storms on a lot for the entire next generation (lightning is witnessed), a Sim living on that lot is killed, in the order of the oldest male … male children … oldest female … female children.
3. Angered the God of the Sea. This new Prince was very foolish, it would seem. On his exploration, after surviving the slaughter of one particular island, he taunted the beasts that were defeated, going so far as to shout his name in victory. The monsters pray to their father, the God of the Sea, and revenge is taken. During the next expedition, you are required to take a full crew, but your ship and crew are inevitably destroyed by monsters and ocean anomalies at the end of the expedition. If he did not die previously, your Prince is kidnapped by a Goddess for four weeks before he may return home. He must be included as a separate family during these rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Overwhelmed by Suitors. Having just returned from a twenty-year expedition, your king returned home to find his palace trampled by a brigade of male suitors (one male from every household) courting his wife. For two days, he “spies” on the household, posing as a slave. After the two days are over, he slaughters all of the suitors. His wife is killed, too, if he caught her cheating.
6. Nothing.
Roman Empire Miracles:
1. Party with Dionysus! Dionysus, the god of fertility and wine, sure knows how to have a good time! For three weeks, each Sim family is allowed to have a home bar for free. They should be partying and drinking constantly! For every three parties thrown, you may use maxmotives once. Your Sims earn their normal income without having to work.
2. Blood of the Gods. The God of the Gods, displaying a feat of infidelity once again, has selected one mortal with which to reproduce. The child is born, but surprisingly, yields unnatural strength and wisdom: the God class. For every future generation, the eldest male son is born as a god, and all non-heirs are classified as demigods (and all children of demigods are mortals). All God sims may use maxmotives freely, kill Sims at will, and have maximized skills (may be accomplished via cheating). They do not age beyond adulthood, and can only die when they feel they have accomplished enough to happily rest in peace.
3. Pleased the God of the Sea. Hardworking Priests and Priestesses have swayed the Sea God’s favor towards your nation. During the next expedition, no one dies, and the entirety of the journey is spent at the island of your choice. The expedition spans two rotations.
4. Rise of the Matriarchy. Having just returned from the other nation, your king returns to his palace with a beautiful slave girl whom he is in love with, where he finds his wife in the arms of another man. However, it was not the man doing the wooing, but your wife! She devises a plot to murder both her husband and the girl, and it succeeds. In her new relationship, her strong will and traditionally manly determination result in her wearing the pants, and your civilization permanently becomes a matriarchy.
5. Ruler of the Seas. In the rush for advancement, your nation has invented an improved watercraft, the Trireme. Far outdoing its competitors, your Sims of all classes may travel to other nations. Your King gains a bonus of $100,000.
6. Nothing.