This module is intended to be played between the Neanderthal and Roman Empire stages of the challenge. It follows the same general guidelines of classic AToT, and thus may be played as a stand-alone following the same overarching rules. This module spans four generations.
Ancient Greece
3 Generations
General Rules:
1. The Gods class is the only class that may use monetary cheats.
2. Some Sims may serve as Priests / Priestesses.
3. Citizens may purchase bathtubs and slightly more expensive items than Neanderthal stage, although bookcases are not allowed.
4. There are four sub-hoods suggested for this Module: Greece, Troy, Mount Olympus, and the Mediterranean Sea.
5. You must play a minimum of five families per rotation. These may be divided between the civilizations, or all in one civilization. Families left unplayed should still reproduce and age, although you may use cheats to do so.
Second Civilization:
1. Mimicking the Greece / Troy relationship, you may wish to divide your Neanderthals evenly into two separate civilizations. Each should have a King, similarly to how the Roman Emperor would be selected, with “Troy” having the second richest family as its King.
2. You may add five additional couples to each civilization. They do not need to be played, although you certainly can. If they are un-played, they should have children that you may age up along the same timespan as the other families.
3. At the end of the three generations, the two civilizations must go to war (outlined at the end of the module)
Gods:
1. The Gods are a new class not descended from your Neanderthals. You may create up to ten at the beginning of the stage, however you wish: all related, not related, or any combination, as long as they are all adults or elders to start. They should have a custom skin tone that is inherited dominantly. You may wish for them to reside in their own sub-hood.
2. The Gods may use unlimited monetary cheats and should not age. The Gods may or may not be included in the neighborhood rotation, although if you do include them, they must consume Elixirs of Life or use anti-aging cheats.
3. The Gods may not marry any mortal Sims.
4. If two Gods reproduce, the child is a God. If a God and a mortal reproduce, the child is a Demigod. If a God and a Demigod reproduce, roll the dice. If it is a 1, the child is a God; if not, it is a demigod.
5. Children that are born Gods should immediately age to adulthood and live in the God sub-hood.
6. Gods must have all maximized skills. This may be accomplished with cheats.
7. Gods’ strength depends on their “worshippers” (mortal friends).
8. May purchase any items they wish.
9. Gods may freely kill any Sim they wish.
Demigods:
1. If a Demigod reproduces with a mortal, the child is a mortal. If two Demigods reproduce, the child is a mortal. The only way to maintain a line of Demigods is through direct reproduction with Gods.
2. Male demigods must have maximized body, charisma, and one other skill. This may not be accomplished using cheats.
3. Female demigods must have maximized charisma, creativity, and one other skill. This may not be accomplished using cheats.
4. Demigods are essentially normal Sims in all other aspects, and maintain the social class of their mortal parent.
Kings (including their families):
1. Kings are selected based upon the same rules as the Emperor would be selected. The first generation of Kings is gifted an additional $50,000 with which to build their palace.
2. Must have at least four children.
3. Must have at least two slaves.
4. The eldest son of a King inherits the throne after successfully surviving a trip as an Explorer.
5. May only marry relatives, other Kings’ families (if the two Kings are friends), or relatively rich citizens.
6. May purchase pets (see Citizens).
Citizens:
1. Of the Neanderthals and potentially created families, about three out of every five families should be of the Citizen class. They are the remaining richest families.
2. They may earn money farming, fishing, breeding (adopting stray pets; each adult animal pet yields $1,000 per week and can be sold for it’s the base price plus $5,000), growing orchards, bartering (buying and trading goods collected from other specializations and found via treasure hunting), or as an Explorer. Keep in mind that they must specialize, and thus can only perform one of the three. However, all families may purchase up to two pets for income ($500 per pet).
3. May purchase bathtubs and more expensive items than Neanderthals, although bookcases are prohibited.
4. Maximum of one slave.
5. Unlimited children! (Breeders excluded, solely to make room for animals).
Slaves:
1. The remaining families should be slaves.
2. They must live in the houses of Kings, Citizens, or the smallest lot available.
3. Slaves may only fish or farm for a living, and can only catch a maximum of three fish / day or maintain ten plots of land for farming.
4. Unlimited children!
5. Slaves may only purchase the same items as Neanderthals.
Explorer:
1. Any male King, Prince, Citizen, or Slave may become an Explorer. They may be teenagers or adults. Only Kings or Princes may lead expeditions, and the others serve as crew members. Teenagers may not attend school while on an expedition.
2. To prepare for an expedition, select one King or Prince and seven Citizens or Slaves. They are to become one household.
3. Roll the dice for the number of rotations the expedition will last. 1 = one rotation, 2 = two rotations, et cetera. The expedition should become part of your neighborhood rotation.
4. Create six lots in your Mediterranean sub-hood, according to the descriptions after this section. Creatures living on the islands may not be interacted with during normal neighborhood rotations. Each rotation, roll the dice (the number in the description correlates to the number rolled) to see where the expedition will travel. Roll the dice a second time; there is a 1/6th chance of passing watery dangers on your voyage, and if you roll a six, one crew member is killed (never a King / Prince, regardless of how few crew you have). You may visit a location multiple times. At the end of the final rotation or if the King/Prince is killed, the survivors are immediately moved back home.
5. Sims on an expedition may only consume fish they caught, unless otherwise noted. You may not carry more than two fish total in the crew’s inventory. You may have already caught these fish before sailing.
Mediterranean Sub-Hood:
1. Island of the Giants: This location is to be inhabited by human-consuming monsters. Every day you spend on the island, flip a coin to see whether someone will be eaten. There is a 50 / 50 chance. Sims with the lowest body skill should be consumed first, with the King / Prince being the final Sim consumed.
2. Island of the Goddess: This location is to be inhabited by one (Romance Sim) Goddess. The palace is beautifully adorned, and you may use unlimited monetary cheats to furnish it. Sims may consume any food they like here, and you may wish to have “servant” Sims that live with the Goddess to cook meals and clean—otherwise, a buffet suffices. There is no aging on this island. Each Sim on the expedition should fall in love with the Goddess, although she should primarily be with the King / Prince. At the end of the expedition, you should roll the dice. If you roll a six, one Sim must remain on the Island with her, be it the King, Prince, or a crew member. However, by the time the next expedition comes around, that remaining Sim is nowhere to be found.
3. Island of the King: There should be a created King’s family, complete with a King, Queen, three sons, and three daughters. They may be of any age, and their family should only age when an expedition comes through. The expedition may live in the “guest house”—a neighboring lot. For this location, you play as the King’s family, and must constantly have the expedition invited over at the Palace. If there is room on the expedition, an expedition member may marry one of the princesses, although bear in mind, she may die on the remainder of the expedition. At the end of the rotation, flip a coin: there is a 50/50 chance you are gifted a bag of winds, $5000, and blown immediately home.
4. Island of the Cattle: Your Sims land on an island in which they may only fish once per day. You may risk starvation, or gain access to unlimited food by killing some of the God’s cattle. If you kill the cattle, each remaining day, you must flip a coin. There is a 50 / 50 chance you will lose all remaining crew members. NOTE: the King / Prince may only be killed here if you land on the Island without any prior crew members.
5. The Underworld: There should be a lot containing the graves of all dead crew members and Sims otherwise murdered. There should be one “dead” prophet living here. Your Sims are to stay here for the duration of the rotation, and the King should befriend the prophet.
6. The Other City: The expedition may visit the other civilization! They should stay in the other Sub-hood on a beach lot, with their ship. Every day, one member of the expedition should fight one male member of the other city, chosen at random. If the expedition member wins, the other member is taken as a Slave (if there are remaining expedition slots) or killed, and the King plunders $10,000. If they lose, one crew member is taken by the other city as a Slave. If there are no remaining crew members, the King / Prince retreats, and the rotation ends. If you are only playing with one civilization, then rolling a six means to reroll.
Priest / Priestess:
1. If a mortal becomes best friends with a God or Goddess, they may become a Priest / Priestess. They must be the same gender as the God / Goddess.
2. They should not be included in the rotation.
3. They should live in a temple, and may not marry.
War:
1. At the conclusion of the Stage, the two civilizations may go to war or become allies, depending on the two Kings’ relationships. If they are friends, they become allies, and advance to the next stage as two Empires. If they have a neutral relationship, they advance to the next phase neither friends nor enemies. If they are enemies, the civilizations go to war.
2. For war, you must randomly pit two male Sims from both civilizations against each other. The odds of winning start off 50/50; if you roll the dice and get a 1, 2, or 3, the Greek citizen wins; if not, the Troy citizen wins. Three things change the tide: whether the Sim is a Demigod, whichever Sim has more God friends, and whichever Sim has higher body skill. If one Sim is a Demigod, then one more additional roll is added to his side; the same goes for whichever Sim has higher body and whichever has more God friends. If both or neither Sims are Demigods, there is no bonus for this point.
3. For example, if a Demigod (+1) with ten body skill points (+1) and two God friends (-1) was facing a non-Demigod (-1) with 8 body skill points (-1) and six God friends (+1), the Demigod could roll a 1, 2, 3, or 4 to win and the non-Demigod could roll a 5 or 6.
4. This must occur ten times. Whichever side has won more battles wins. If there is a tie, the two Kings face-off.
5. Whichever side loses, the ten (or eleven!) men who fought are killed, and their wives and children become slaves of the winning civilization. If a King is killed, the King’s closest male relative takes his place. The winning King takes $100,000 from the losing King’s funds, and the Greek stage ends.
1. The Gods class is the only class that may use monetary cheats.
2. Some Sims may serve as Priests / Priestesses.
3. Citizens may purchase bathtubs and slightly more expensive items than Neanderthal stage, although bookcases are not allowed.
4. There are four sub-hoods suggested for this Module: Greece, Troy, Mount Olympus, and the Mediterranean Sea.
5. You must play a minimum of five families per rotation. These may be divided between the civilizations, or all in one civilization. Families left unplayed should still reproduce and age, although you may use cheats to do so.
Second Civilization:
1. Mimicking the Greece / Troy relationship, you may wish to divide your Neanderthals evenly into two separate civilizations. Each should have a King, similarly to how the Roman Emperor would be selected, with “Troy” having the second richest family as its King.
2. You may add five additional couples to each civilization. They do not need to be played, although you certainly can. If they are un-played, they should have children that you may age up along the same timespan as the other families.
3. At the end of the three generations, the two civilizations must go to war (outlined at the end of the module)
Gods:
1. The Gods are a new class not descended from your Neanderthals. You may create up to ten at the beginning of the stage, however you wish: all related, not related, or any combination, as long as they are all adults or elders to start. They should have a custom skin tone that is inherited dominantly. You may wish for them to reside in their own sub-hood.
2. The Gods may use unlimited monetary cheats and should not age. The Gods may or may not be included in the neighborhood rotation, although if you do include them, they must consume Elixirs of Life or use anti-aging cheats.
3. The Gods may not marry any mortal Sims.
4. If two Gods reproduce, the child is a God. If a God and a mortal reproduce, the child is a Demigod. If a God and a Demigod reproduce, roll the dice. If it is a 1, the child is a God; if not, it is a demigod.
5. Children that are born Gods should immediately age to adulthood and live in the God sub-hood.
6. Gods must have all maximized skills. This may be accomplished with cheats.
7. Gods’ strength depends on their “worshippers” (mortal friends).
8. May purchase any items they wish.
9. Gods may freely kill any Sim they wish.
Demigods:
1. If a Demigod reproduces with a mortal, the child is a mortal. If two Demigods reproduce, the child is a mortal. The only way to maintain a line of Demigods is through direct reproduction with Gods.
2. Male demigods must have maximized body, charisma, and one other skill. This may not be accomplished using cheats.
3. Female demigods must have maximized charisma, creativity, and one other skill. This may not be accomplished using cheats.
4. Demigods are essentially normal Sims in all other aspects, and maintain the social class of their mortal parent.
Kings (including their families):
1. Kings are selected based upon the same rules as the Emperor would be selected. The first generation of Kings is gifted an additional $50,000 with which to build their palace.
2. Must have at least four children.
3. Must have at least two slaves.
4. The eldest son of a King inherits the throne after successfully surviving a trip as an Explorer.
5. May only marry relatives, other Kings’ families (if the two Kings are friends), or relatively rich citizens.
6. May purchase pets (see Citizens).
Citizens:
1. Of the Neanderthals and potentially created families, about three out of every five families should be of the Citizen class. They are the remaining richest families.
2. They may earn money farming, fishing, breeding (adopting stray pets; each adult animal pet yields $1,000 per week and can be sold for it’s the base price plus $5,000), growing orchards, bartering (buying and trading goods collected from other specializations and found via treasure hunting), or as an Explorer. Keep in mind that they must specialize, and thus can only perform one of the three. However, all families may purchase up to two pets for income ($500 per pet).
3. May purchase bathtubs and more expensive items than Neanderthals, although bookcases are prohibited.
4. Maximum of one slave.
5. Unlimited children! (Breeders excluded, solely to make room for animals).
Slaves:
1. The remaining families should be slaves.
2. They must live in the houses of Kings, Citizens, or the smallest lot available.
3. Slaves may only fish or farm for a living, and can only catch a maximum of three fish / day or maintain ten plots of land for farming.
4. Unlimited children!
5. Slaves may only purchase the same items as Neanderthals.
Explorer:
1. Any male King, Prince, Citizen, or Slave may become an Explorer. They may be teenagers or adults. Only Kings or Princes may lead expeditions, and the others serve as crew members. Teenagers may not attend school while on an expedition.
2. To prepare for an expedition, select one King or Prince and seven Citizens or Slaves. They are to become one household.
3. Roll the dice for the number of rotations the expedition will last. 1 = one rotation, 2 = two rotations, et cetera. The expedition should become part of your neighborhood rotation.
4. Create six lots in your Mediterranean sub-hood, according to the descriptions after this section. Creatures living on the islands may not be interacted with during normal neighborhood rotations. Each rotation, roll the dice (the number in the description correlates to the number rolled) to see where the expedition will travel. Roll the dice a second time; there is a 1/6th chance of passing watery dangers on your voyage, and if you roll a six, one crew member is killed (never a King / Prince, regardless of how few crew you have). You may visit a location multiple times. At the end of the final rotation or if the King/Prince is killed, the survivors are immediately moved back home.
5. Sims on an expedition may only consume fish they caught, unless otherwise noted. You may not carry more than two fish total in the crew’s inventory. You may have already caught these fish before sailing.
Mediterranean Sub-Hood:
1. Island of the Giants: This location is to be inhabited by human-consuming monsters. Every day you spend on the island, flip a coin to see whether someone will be eaten. There is a 50 / 50 chance. Sims with the lowest body skill should be consumed first, with the King / Prince being the final Sim consumed.
2. Island of the Goddess: This location is to be inhabited by one (Romance Sim) Goddess. The palace is beautifully adorned, and you may use unlimited monetary cheats to furnish it. Sims may consume any food they like here, and you may wish to have “servant” Sims that live with the Goddess to cook meals and clean—otherwise, a buffet suffices. There is no aging on this island. Each Sim on the expedition should fall in love with the Goddess, although she should primarily be with the King / Prince. At the end of the expedition, you should roll the dice. If you roll a six, one Sim must remain on the Island with her, be it the King, Prince, or a crew member. However, by the time the next expedition comes around, that remaining Sim is nowhere to be found.
3. Island of the King: There should be a created King’s family, complete with a King, Queen, three sons, and three daughters. They may be of any age, and their family should only age when an expedition comes through. The expedition may live in the “guest house”—a neighboring lot. For this location, you play as the King’s family, and must constantly have the expedition invited over at the Palace. If there is room on the expedition, an expedition member may marry one of the princesses, although bear in mind, she may die on the remainder of the expedition. At the end of the rotation, flip a coin: there is a 50/50 chance you are gifted a bag of winds, $5000, and blown immediately home.
4. Island of the Cattle: Your Sims land on an island in which they may only fish once per day. You may risk starvation, or gain access to unlimited food by killing some of the God’s cattle. If you kill the cattle, each remaining day, you must flip a coin. There is a 50 / 50 chance you will lose all remaining crew members. NOTE: the King / Prince may only be killed here if you land on the Island without any prior crew members.
5. The Underworld: There should be a lot containing the graves of all dead crew members and Sims otherwise murdered. There should be one “dead” prophet living here. Your Sims are to stay here for the duration of the rotation, and the King should befriend the prophet.
6. The Other City: The expedition may visit the other civilization! They should stay in the other Sub-hood on a beach lot, with their ship. Every day, one member of the expedition should fight one male member of the other city, chosen at random. If the expedition member wins, the other member is taken as a Slave (if there are remaining expedition slots) or killed, and the King plunders $10,000. If they lose, one crew member is taken by the other city as a Slave. If there are no remaining crew members, the King / Prince retreats, and the rotation ends. If you are only playing with one civilization, then rolling a six means to reroll.
Priest / Priestess:
1. If a mortal becomes best friends with a God or Goddess, they may become a Priest / Priestess. They must be the same gender as the God / Goddess.
2. They should not be included in the rotation.
3. They should live in a temple, and may not marry.
War:
1. At the conclusion of the Stage, the two civilizations may go to war or become allies, depending on the two Kings’ relationships. If they are friends, they become allies, and advance to the next stage as two Empires. If they have a neutral relationship, they advance to the next phase neither friends nor enemies. If they are enemies, the civilizations go to war.
2. For war, you must randomly pit two male Sims from both civilizations against each other. The odds of winning start off 50/50; if you roll the dice and get a 1, 2, or 3, the Greek citizen wins; if not, the Troy citizen wins. Three things change the tide: whether the Sim is a Demigod, whichever Sim has more God friends, and whichever Sim has higher body skill. If one Sim is a Demigod, then one more additional roll is added to his side; the same goes for whichever Sim has higher body and whichever has more God friends. If both or neither Sims are Demigods, there is no bonus for this point.
3. For example, if a Demigod (+1) with ten body skill points (+1) and two God friends (-1) was facing a non-Demigod (-1) with 8 body skill points (-1) and six God friends (+1), the Demigod could roll a 1, 2, 3, or 4 to win and the non-Demigod could roll a 5 or 6.
4. This must occur ten times. Whichever side has won more battles wins. If there is a tie, the two Kings face-off.
5. Whichever side loses, the ten (or eleven!) men who fought are killed, and their wives and children become slaves of the winning civilization. If a King is killed, the King’s closest male relative takes his place. The winning King takes $100,000 from the losing King’s funds, and the Greek stage ends.