Module basic: This rule set expands the options available for the Medieval and Renaissance generations. It may be played as a stand-alone challenge, using the same basic rules as Classic AToT.
You may choose to have a single Monarch family reign as King and Queen (chosen based off of money or most direct lineage from the Emperor), or multiple families for an “international” effect. This module will be building off the assumption that you have several Monarchs. Upon beginning the stage, you must divide the other families and classes evenly between the nations, based on bloodlines and alliances. If you must, you may create additional families to achieve a more diverse population.
You may choose to have a single Monarch family reign as King and Queen (chosen based off of money or most direct lineage from the Emperor), or multiple families for an “international” effect. This module will be building off the assumption that you have several Monarchs. Upon beginning the stage, you must divide the other families and classes evenly between the nations, based on bloodlines and alliances. If you must, you may create additional families to achieve a more diverse population.
Medieval and Renaissance Expansion
4 Generations
General rules:
1. You may create one family (adult Sim or pair of married, adult Sims) per three families coming in from the Dark Ages generation (including those unplayed Sims in the Sim bin!). You may add another family per three families once per generation. If you are playing with multiple nations, it is my personal suggestion that you try to achieve different Sim appearances and cultures for each.
2. Sims may only visit another nation once per rotation (inviting an international Sim over); however, use your judgment as to whether that Sim travels more or less than that. Inviting a Sim over from a different nation costs your family $3,000.
NOTE: The word “costs” rules refers to money that is lost, not paid. You can do this by familyfunds, purchasing items to total that cost and giving them to a townie, or a different method. The same applies to the following rule:
3. Any time a non-Monarch would like to marry someone in another nation, you must roll the dice. If you roll a 5 or 6, then the marriage is successful, and the woman moves to the man’s nation. This costs $8,000, as they must “move” their belongings. Monarchs may freely marry other Monarchs.
NOTE: this does not mean that Sims cannot carry out romantic relationships with Sims from other nations; they still can, and still may get pregnant or married (as long as you immediately move the Sims back to their respective nations). This means that Sims simply cannot live together.
Taxes
1. Monarchs now collect taxes from their subjects! This is the Monarch’s sole form of income.
2. Once per rotation, each family must gift the Monarch with an amount required by their class bracket. The monarch may decide this amount. Taxes must also be paid by families in the family bin that have been delegated towards that country; however, you may just “pretend” they pay the tax, and add the money to the monarch’s account without deducting from the Sim’s $20,000.
3. Families who cannot pay this are demoted a class, and the eldest male is thrown in jail for two rotations. While the eldest is in jail, no taxes must be paid by the family, but must be paid after the first rotation he returns. If the eldest male is jailed either twice consecutively or a total of three times across his lifespan, he is killed. The surviving family must continue to put whatever money they earn towards taxes.
Assassins:
1. This module introduces a new class: Assassin. Assassins are male children born to very successful Knights, for instance, members of the Royal Guard, or those with exceptional influence. In order for the child to become an Assassin, they must maximize their body skill by the time they become a teenager and all skills by the time they become an adult; otherwise, they remain Knights.
2. Assassins form a secret society. They are only allowed to marry descendants of this society, or have a 1/6th success rate for marriages outside of the society. They must either live with other members of the society or with their wives and families.
3. Sons born into the society are en route to becoming assassins. At adulthood, they must carry out an assassination. The assassination follows the same process as killing a Knight (see Rule 8). The sons are allowed two attempts. If they fail both, then they are a disgrace to the society and are either banished (demoted to Peasant) or killed.
4. Daughters are not Assassins, but are automatically members of the society and must marry within the society (otherwise subject to 1/6th success rate for external marriages)
5. Assassins should not become best friends with Sims outside of the society.
6. Assassins are the only Sims that may attempt to kill Monarchs.
7. Assassinations: Assassins have a 100% success rate at killing Sims who do not have Knights.
8. If the Sim has a Knight or multiple Knights, then in order to kill the Sim, the Assassin must first defeat the Knight(s). You are to roll two dice, one for the Knight and one for the Assassin. If they have the same body skill, you are only allowed one roll. For every additional body skill point the Assassin has more than the Knight, you may reroll both di. In order for the Assassin to kill the Knight, he must roll a number greater than the Knight’s. If the Assassin succeeds, the Knight is killed, and after there are no remaining Knights, the targeted Sim is automatically killed. If the Assassin does not succeed at killing the Knight(s), then both he and the Knight(s) survive. In the future, it will become more difficult to assassinate, as one failure means that the Assassin cannot roll a six, two means that he cannot roll a five or six, etc. However, for every two knight that an Assassin kills, the opposite occurs. For killing two knight, a roll of one becomes a two, a two becomes a three, and so on. For killing four knights, a one becomes a three, a two becomes a four…
9. If an Assassin fails six assassinations, he is killed.
10. Assassinating Assassins: If an Assassin attempts to assassinate an Assassin, he must have maximized all skills, have zero failed assassinations, and assassinated at least three Nobles or Monarchs. The two assassins are to get in a regular fight—the loser is killed.
11. Assassins may only earn money from “gifts” (bribes) and paid assassinations.
Assassination Costs:
1. If a Monarch would like to assassinate a member of a different monarchy, they must befriend an Assassin. The cost is $100,000, gifted to the Assassin.
2. If a Sim has over 40 Influence points, they may befriend an Assassin and request an assassination of a Noble. The cost is $20,000, gifted to the Assassin.
3. If a Sim has over 20 Influence points, they may befriend an Assassin and request an assassination of a Merchant or Knight. The cost is $10,000, gifted to the Assassin.
4. If a Sim has over 10 Influence points, they may befriend an Assassin and request an assassination of a Merchant. The cost is $5,000, gifted to the Assassin.
5. If a Sim has over 5 Influence points, they may befriend an Assassin and request an assassination of a Peasant. The cost is $1,000, gifted to the Assassin.
6. If a Sim has over 50 Influence points, they may befriend an Assassin and request an assassination of an Assassin. The cost is $50,000, gifted to the Assassin.
Royal Guard Knights:
1. Royal Guard Knights are the Knights serving a Monarch directly.
2. They are selected to serve from the time they reach adulthood until becoming an elder.
3. They must have at least 7 body skill, and are not allowed to marry during their servitude.
4. Upon retiring, they are members of both the Knight and Noble classes, and are given $50,000 to build a home with using cheats, familyfund, etc. Retired Royal Guard Knights may become members of the Royal Court, regardless of how their funds compare to other Nobles’.
Royal Court:
1. The Royal Court is comprised of a Nation’s King, and the remaining richest and eldest males from the Noble class. The total number of Sims may not exceed 10.
2. The Royal Court is to meet once per rotation at the Royal Palace for a feast and discussion. They may choose diplomacy matters, such as whether to raise taxes, put a Sim in / let a Sim out of jail, the best marriage arrangements for Monarchy sons and daughters, assassinations, international diplomacy…
3. If a member of the Royal Court becomes enemies of the King, he is banished from the Court.
Influence:
1. Sims now have Influence, required for assassinations. Influence is specific to each individual Sim, and only exists for males. Influence is the sum of a Sim’s male friends (best friends count as two) + living, direct male relatives (parents, grandparents, siblings) + their class bonus (Monarch = 50, Noble and Royal Guard Knight = 20) + their property value divided by 100,000. Influence totals should be updated once per rotation, and be sure to maintain an easy-to-access, current list of all Sims’ current Influence for viewing in other families.
2. If a Sim’s Influence is greater than the reigning King’s, then he may attempt to overthrow the monarchy. First, they must become best friends with 2/3 of the Royal Court and establish at least $100,000 in family funds. Second, they must befriend an Assassin. The cost is $50,000, gifted to the Assassin. If the assassination is successful, the traitor and his family become the new Monarchs, and take over the Royal Palace. The surviving family members from the previous Monarchy are banished as Peasants (if there is only one nation), or must flee to another nation (if multiple nations).
3. If a Sim’s Influence is greater than the reigning King’s, then he may attempt to revolt from the monarchy. All the Sim’s male best friends (excluding those that are also best friends to the King) become members of the revolt. Then the two factions go to war (see section below). If the revolt is successful, the existing King is not killed, but all the revolutionaries’ families become part of a new nation in which the rebel leader Sim becomes King. If the revolution is unsuccessful, all the revolting males are killed, and their families are demoted to Peasants.
War:
1. If a King is enemies with a different King, the nations may go to war. Roll the dice: the number means how many rotations the war endures.
2. Each rotation, every person in both nations has a 1/6th chance of being killed, aside from the Monarchy families.
3. To decide who won, compare the following: which nation has more Knights, which Monarchy has more money, and which King has more Influence. Whichever nation has won more of the comparisons is the victor.
4. The loser’s punishment: half the nation’s knights are killed, the King and princes are killed, and the wives and daughters are demoted to peasants or married into the winning monarchy.
5. The victor’s reward: one of the princes becomes the new King and begins his own Monarchy in the losing nation. He takes over the palace. The two nations may or may not become one: it is up to you!
Secret Society War:
1. Two rival Assassin societies may go to war if at least three Assassins from both societies are enemies. Roll the dice to see how many rotations the war endures.
2. Every household rotation, each Assassin must fight a member of the rival society, chosen at random. They are to fist fight this Sim two times. If they each win one, neither is killed. If either Assassin wins both, then the loser is killed.
3. At the end of each neighborhood rotation, whichever society has lost more members must roll the dice for a “disaster”. Please see the details on Medieval disasters in the “Disasters and Miracles” module.
1. You may create one family (adult Sim or pair of married, adult Sims) per three families coming in from the Dark Ages generation (including those unplayed Sims in the Sim bin!). You may add another family per three families once per generation. If you are playing with multiple nations, it is my personal suggestion that you try to achieve different Sim appearances and cultures for each.
2. Sims may only visit another nation once per rotation (inviting an international Sim over); however, use your judgment as to whether that Sim travels more or less than that. Inviting a Sim over from a different nation costs your family $3,000.
NOTE: The word “costs” rules refers to money that is lost, not paid. You can do this by familyfunds, purchasing items to total that cost and giving them to a townie, or a different method. The same applies to the following rule:
3. Any time a non-Monarch would like to marry someone in another nation, you must roll the dice. If you roll a 5 or 6, then the marriage is successful, and the woman moves to the man’s nation. This costs $8,000, as they must “move” their belongings. Monarchs may freely marry other Monarchs.
NOTE: this does not mean that Sims cannot carry out romantic relationships with Sims from other nations; they still can, and still may get pregnant or married (as long as you immediately move the Sims back to their respective nations). This means that Sims simply cannot live together.
Taxes
1. Monarchs now collect taxes from their subjects! This is the Monarch’s sole form of income.
2. Once per rotation, each family must gift the Monarch with an amount required by their class bracket. The monarch may decide this amount. Taxes must also be paid by families in the family bin that have been delegated towards that country; however, you may just “pretend” they pay the tax, and add the money to the monarch’s account without deducting from the Sim’s $20,000.
3. Families who cannot pay this are demoted a class, and the eldest male is thrown in jail for two rotations. While the eldest is in jail, no taxes must be paid by the family, but must be paid after the first rotation he returns. If the eldest male is jailed either twice consecutively or a total of three times across his lifespan, he is killed. The surviving family must continue to put whatever money they earn towards taxes.
Assassins:
1. This module introduces a new class: Assassin. Assassins are male children born to very successful Knights, for instance, members of the Royal Guard, or those with exceptional influence. In order for the child to become an Assassin, they must maximize their body skill by the time they become a teenager and all skills by the time they become an adult; otherwise, they remain Knights.
2. Assassins form a secret society. They are only allowed to marry descendants of this society, or have a 1/6th success rate for marriages outside of the society. They must either live with other members of the society or with their wives and families.
3. Sons born into the society are en route to becoming assassins. At adulthood, they must carry out an assassination. The assassination follows the same process as killing a Knight (see Rule 8). The sons are allowed two attempts. If they fail both, then they are a disgrace to the society and are either banished (demoted to Peasant) or killed.
4. Daughters are not Assassins, but are automatically members of the society and must marry within the society (otherwise subject to 1/6th success rate for external marriages)
5. Assassins should not become best friends with Sims outside of the society.
6. Assassins are the only Sims that may attempt to kill Monarchs.
7. Assassinations: Assassins have a 100% success rate at killing Sims who do not have Knights.
8. If the Sim has a Knight or multiple Knights, then in order to kill the Sim, the Assassin must first defeat the Knight(s). You are to roll two dice, one for the Knight and one for the Assassin. If they have the same body skill, you are only allowed one roll. For every additional body skill point the Assassin has more than the Knight, you may reroll both di. In order for the Assassin to kill the Knight, he must roll a number greater than the Knight’s. If the Assassin succeeds, the Knight is killed, and after there are no remaining Knights, the targeted Sim is automatically killed. If the Assassin does not succeed at killing the Knight(s), then both he and the Knight(s) survive. In the future, it will become more difficult to assassinate, as one failure means that the Assassin cannot roll a six, two means that he cannot roll a five or six, etc. However, for every two knight that an Assassin kills, the opposite occurs. For killing two knight, a roll of one becomes a two, a two becomes a three, and so on. For killing four knights, a one becomes a three, a two becomes a four…
9. If an Assassin fails six assassinations, he is killed.
10. Assassinating Assassins: If an Assassin attempts to assassinate an Assassin, he must have maximized all skills, have zero failed assassinations, and assassinated at least three Nobles or Monarchs. The two assassins are to get in a regular fight—the loser is killed.
11. Assassins may only earn money from “gifts” (bribes) and paid assassinations.
Assassination Costs:
1. If a Monarch would like to assassinate a member of a different monarchy, they must befriend an Assassin. The cost is $100,000, gifted to the Assassin.
2. If a Sim has over 40 Influence points, they may befriend an Assassin and request an assassination of a Noble. The cost is $20,000, gifted to the Assassin.
3. If a Sim has over 20 Influence points, they may befriend an Assassin and request an assassination of a Merchant or Knight. The cost is $10,000, gifted to the Assassin.
4. If a Sim has over 10 Influence points, they may befriend an Assassin and request an assassination of a Merchant. The cost is $5,000, gifted to the Assassin.
5. If a Sim has over 5 Influence points, they may befriend an Assassin and request an assassination of a Peasant. The cost is $1,000, gifted to the Assassin.
6. If a Sim has over 50 Influence points, they may befriend an Assassin and request an assassination of an Assassin. The cost is $50,000, gifted to the Assassin.
Royal Guard Knights:
1. Royal Guard Knights are the Knights serving a Monarch directly.
2. They are selected to serve from the time they reach adulthood until becoming an elder.
3. They must have at least 7 body skill, and are not allowed to marry during their servitude.
4. Upon retiring, they are members of both the Knight and Noble classes, and are given $50,000 to build a home with using cheats, familyfund, etc. Retired Royal Guard Knights may become members of the Royal Court, regardless of how their funds compare to other Nobles’.
Royal Court:
1. The Royal Court is comprised of a Nation’s King, and the remaining richest and eldest males from the Noble class. The total number of Sims may not exceed 10.
2. The Royal Court is to meet once per rotation at the Royal Palace for a feast and discussion. They may choose diplomacy matters, such as whether to raise taxes, put a Sim in / let a Sim out of jail, the best marriage arrangements for Monarchy sons and daughters, assassinations, international diplomacy…
3. If a member of the Royal Court becomes enemies of the King, he is banished from the Court.
Influence:
1. Sims now have Influence, required for assassinations. Influence is specific to each individual Sim, and only exists for males. Influence is the sum of a Sim’s male friends (best friends count as two) + living, direct male relatives (parents, grandparents, siblings) + their class bonus (Monarch = 50, Noble and Royal Guard Knight = 20) + their property value divided by 100,000. Influence totals should be updated once per rotation, and be sure to maintain an easy-to-access, current list of all Sims’ current Influence for viewing in other families.
2. If a Sim’s Influence is greater than the reigning King’s, then he may attempt to overthrow the monarchy. First, they must become best friends with 2/3 of the Royal Court and establish at least $100,000 in family funds. Second, they must befriend an Assassin. The cost is $50,000, gifted to the Assassin. If the assassination is successful, the traitor and his family become the new Monarchs, and take over the Royal Palace. The surviving family members from the previous Monarchy are banished as Peasants (if there is only one nation), or must flee to another nation (if multiple nations).
3. If a Sim’s Influence is greater than the reigning King’s, then he may attempt to revolt from the monarchy. All the Sim’s male best friends (excluding those that are also best friends to the King) become members of the revolt. Then the two factions go to war (see section below). If the revolt is successful, the existing King is not killed, but all the revolutionaries’ families become part of a new nation in which the rebel leader Sim becomes King. If the revolution is unsuccessful, all the revolting males are killed, and their families are demoted to Peasants.
War:
1. If a King is enemies with a different King, the nations may go to war. Roll the dice: the number means how many rotations the war endures.
2. Each rotation, every person in both nations has a 1/6th chance of being killed, aside from the Monarchy families.
3. To decide who won, compare the following: which nation has more Knights, which Monarchy has more money, and which King has more Influence. Whichever nation has won more of the comparisons is the victor.
4. The loser’s punishment: half the nation’s knights are killed, the King and princes are killed, and the wives and daughters are demoted to peasants or married into the winning monarchy.
5. The victor’s reward: one of the princes becomes the new King and begins his own Monarchy in the losing nation. He takes over the palace. The two nations may or may not become one: it is up to you!
Secret Society War:
1. Two rival Assassin societies may go to war if at least three Assassins from both societies are enemies. Roll the dice to see how many rotations the war endures.
2. Every household rotation, each Assassin must fight a member of the rival society, chosen at random. They are to fist fight this Sim two times. If they each win one, neither is killed. If either Assassin wins both, then the loser is killed.
3. At the end of each neighborhood rotation, whichever society has lost more members must roll the dice for a “disaster”. Please see the details on Medieval disasters in the “Disasters and Miracles” module.