Do you ever feel like you’re stuck in a rut in your Sims 2
playing? Do you find yourself giving each of your CAS sims the same aspiration
and personality? Well here’s a challenge that will break you out of it!
The design of The Prosperity Challenge is to create a
well-run, prosperous neighborhood. The difference comes in with the set-up.
From the very beginning, you must stretch your abilities by creating sims from
the roll of a dice.
Please feel free to ask any questions. Straberiwine and I
have done our best to ensure that all major issues are covered up front, but
there is bound to be something we forgot. Remember, if you have the question,
chances are someone else does too and is too afraid to ask.
Set-Up:
To begin, create a new, empty neighborhood and name it
whatever you wish. It is suggested you place at least one community lot in the
neighborhood.
The following instructions for set-up are based on dice
rolls.
1.
Roll the dice to determine how many families you
start off with. If you roll 1, roll again. You must start with at least two
families.
2.
For each family, roll the dice again to
determine how many sims in the household. Note that 1 is no longer roll again.
If you roll 1, it will be a single sim household.
3.
For each sim, you will roll to determine their
age, sex, aspiration, and personality. Their appearance is completely up to you
and you are welcome to use custom clothing, hair, skin tone, etc.
Age:
1.
Toddler
2.
Child
3.
Teen
4.
Adult
5.
Elder
6.
Roll Again
Gender:
·
Odd (1,3,5) = Girl
·
Even (2,4,6) = Boy
Aspiration:
1.
Fortune
2.
Knowledge
3.
Romance
4.
Family
5.
Popularity
6.
Pleasure
Personality:
For Personality, you must make two separate rolls in order
to get a full 12 zodiac sign choices (unless you happen to have a 12-sided
dice). The first roll will determine the “set”, the second the sign. You may
not redistribute personality points within the sign. You must take it as it
comes up automatically.
Set:
Odd (1,3,5) = Set 1
Even (2,4,6) = Set 2
Set 1:
1.
Aries
2.
Taurus
3.
Gemini
4.
Cancer
5.
Leo
6.
Virgo
Set 2:
1.
Libra
2.
Scorpio
3.
Sagittarius
4.
Capricorn
5.
Aquarius
6.
Pisces
If you are unlucky enough to get all Elder Sims, you may
start the determination rolls over. Although you may play this arrangement and
adopt children to keep the challenge running, we realize how unfair this
unlikely situation would be and make concessions for it.
Note that it is very possible that you will end up with a
family without an adult. If there is a teen or elder, you must play the family
as it is rolled using the “placeholder sim” as explained below. If all sims in
the household are toddlers or children, start the family determination rolls
over.
All members of a family must be related to each other. There
can be no roommates in the initial families, although you’re welcome to move in
roommates once play starts.
Once your families are determined, place their names on a
list in the order they were created. You will play their houses in this order.
Families may move into any home or size lot you choose. They
may live in Maxis-made houses, houses downloaded from the exchange, or houses
you design yourself. They may be moved around throughout the game if they
outgrow their current lodging, however they are encouraged to remain and
expand, so there are bonuses set up to that purpose.
When first setting up the neighborhood, before playing the
first family, move each family into their house/lot and install them a phone.
If you’re moving them onto an empty lot, you are welcome to give them only an
end table and a phone, then begin building their house when you get to their
family in the play schedule. By setting them up in this fashion, you will
ensure that even the first family on the schedule can visit and call the other
playable sims. If you have a placeholder sim, you are allowed to play the
family before the official start of the game only long enough to move the adult
out or kill them via boolprop. If you choose to kill them by locking them in a
room it will take longer than a few hours, so you must wait until their turn on
the playlist.
Once play has started, you may break up a larger family by
having members move out through the computer or newspaper, or by being asked to
move in with another family. This can be done immediately. However, you may NOT
rearrange families within the CAS screen because it would change their last
name. If the members moving out start their own house, it need not be considered
an original house for the purpose of the bonus.
Placeholder Sim:
A Placeholder is an adult created simply to load the family.
Gender, personality, and aspiration do not matter because he/she won’t be
around long. I do suggest, however, that you give him/her clothing you like as
the game tends to assign that clothing to the children when they age. Tip: If
you plan to keep the gravestone, make the placeholder with 10 neat and 10 nice.
The ghost will clean up while floating around at night.
You may either move out or kill the placeholder. For this
purpose, boolprop is acceptable to institute their death. If you chose to kill
them but do not want to use boolprop, you may immediately lock them in a room
or a ladder-less pool. Make sure the other sims have no access to the dying
placeholder. The benefit to killing them is that the family’s children will now
qualify for the Orphan Assistance Grant. The downfall is that it could send
members of the household into aspiration failure, for which you will lose points
(this is even more likely to happen if you don’t use boolprop as the sims have
more time to get the fear). If you move them out (using the “find own place”
option in the newspaper or computer), you may NOT put them back into the
neighborhood. Delete them from your sim bin.
Placeholders may not affect the lives of the other sims in
any way. For the few hours they are alive before moving out or dying, they may
NOT teach toddler skills, help with homework, etc. Unless by accident of
autonomous action, they may not speak to the other family members at all. Keep
them busy while they wait for the newspaper by commanding them to “read a
book”, “relax on bed”, etc.
Game Play:
The goal is to have a prosperous neighborhood in which the
families age at a similar rate. Challenge ends with the first 5th generation
death or with the death of the last descendant of the original families created
in CAS.
You must play each family for the same amount of time,
maximum of 7 sim days. The amount of time is up to you. Due to time constraints
or attention span, you may decide that 3 or 4 days are easier. Whatever you
decide, you must play each family for that length. When you return to #1 on
your playlist, you may change the time amount.
When a child ages into a teen, you must roll a 6-sided dice
to choose their aspiration.
1.
Fortune
2.
Knowledge
3.
Romance
4.
Family
5.
Popularity
6.
Pleasure
There are no cheats allowed. You may not use boolprop except
in the areas specified in these rules. You are, however, allowed to use any
custom clothing, skins, hair, etc. You may use fixes or moveobjects to correct
bugs. Rule of thumb: if the fix/hack is an item likely to be included in Maxis’
next patch, you may use it.
From the moment you start the challenge, you are not allowed
to add new CAS sims to the neighborhood. The families must progress through
natural birth, death, move-in, or marriage. If a sim moves out, their household
is added to the bottom of the playlist. If all sims die, leaving a house empty,
scratch that name off the list. If a family simply changes houses, they may
keep their normal space in the playlist.
Apart from a placeholder sim as mentioned in the set-up
section, you are NOT allowed to intentionally kill a sim. All deaths must be
either natural or a true accident.
All CAS sims are first generation, regardless of what family
members they have when they begin. A second-generation sim MUST be born or
adopted into the game, even if his sister is first generation due to the
original roll of the dice.
Move In and Move Out:
You are welcome to move in a townie or NPC, but the
townie/NPC must stay in the house until their next age transition unless they
are moving out with an original family member.
You may not use the “combine household” feature to add
families together. They must move in through traditional methods (move-in or
marriage). The only acceptable use for this is sims graduating from University.
The graduate may merge into any household in which they have family members or
best friends, but once there, they must stay at least 7 sim days.
Your sims may marry/join with any sims in the game,
including sims from other households, townies, NPC, campus townies, downtownies
or NPCs. They must be moved in through traditional methods: marriage or
move-in. The only exception to this is if the glitch occurs in which you are
unable to move in a campus NPC. Boolprop or a fix to correct this are
acceptable.
When marriage occurs, it is not against the rules to have
the man take on the woman’s last name, however there is a bonus if all
marriages are “traditional”. In the case of same sex joining, either last name
may be taken.
A sim is only allowed to move to a new lot a total of three
times during their lifetime: once as a teen (excluding the move to and from
University), once as an adult, and once as an elder.
Career:
You must take all career chance cards. If you choose to
“ignore”, you will lose one score point each time. These cards represent
situations that could potentially come up in the job and there would not be an
option to ignore in real life.
University:
You are welcome and encouraged to send your teen sims to
college, but there are rules that apply to them as well.
The college graduates must be re-added to the neighborhood
within 7 sim days of leaving or after playing their family in the neighborhood
without them once, whichever is greater. For example: If Bobby Smith is sent to
college on the second day of his family’s 7-day play schedule, you may play his
family again once more before returning him. Therefore, he has actually been
gone 12 days, but you are not breaking any rules. You are also welcome to
return him BEFORE their next play cycle, therefore having him gone only 5 days.
You can also play the University phase through and re-add him immediately,
therefore having no time pass for the rest of the family.
Note on Greek Houses: There is a bonus related
to the number of sims who pledge to a Greek House. Your sims do not have to
live at the Greek House. If everyone pledges into the Greek House, you earn the
bonus. Please remember that the house must stay open to be active, however. One
of your playable sims MUST start the house (the first one to attend college if
you want the full bonus). But after it is started, you may pledge and move in a
placeholder, then let the later sims pledge through him/her.
Suggestions for University play:
·
Put University on the schedule just like you
would a new household and play them to graduation.
·
If you want time to pass for the rest of the
college sim's family as if he were away, you can put University on the schedule
in one place and play 2 years (4 semesters), half their college life.
·
Similarly, you may add University in two places
on your list and play each time for 1 college year (2 semesters). This keeps
the time frame of the University play schedule more like the time frame of your
neighborhood play.
·
Finally, you can choose not to add it to the
schedule and simply play University when you feel like it, keeping in mind the
rule that the sims may not be away from the neighborhood more than 7 days or
one rotation.
Townie teens can be sent to college with your playable sims
ONLY if their relationship is at Best Friend. Townie teens or campus townies
that have been moved in or pledged into a Greek house may remain in the sim bin
after graduation. Sims who originated in the neighborhood may NOT remain in the
sim bin. They MUST be returned to the neighborhood after graduation.
Townies/NPCs who became playable during University may be added to the
neighborhood in their own homes if you choose. However, they must be added to
the playlist. They cannot be installed in the neighborhood simply to retain the
friendship.
Maxis University Sims can only join the neighborhood if they
are moving in with a playable sim within the challenge, either in the campus
house or Neighborhood. They cannot be played in their own house and then given
their own lot in the neighborhood. Example: If you play Francis Worthington III
in his own house throughout college and he graduates on his own, he cannot be
moved into the neighborhood. However, if he is moved into the Prosperity
Challenge campus house or marries a playable sim immediately after graduation,
he can be. You may NOT create a sim in the Student CAS and move them onto the
campus. The above allowance is for Maxis-made students only.
When you are given the option to change aspiration at the
end of Sophomore year, you have a choice. If you would like to retain the
aspiration chosen when they became a teen, you may click "no". If you
click "yes" to change it, you must roll a dice and use the
coordinating numbers above. You must take the aspiration rolled if you choose
"yes".
Young Adults from the neighborhood do not have to live
together during college, but please plan accordingly to ensure all Young Adults
move back to the neighborhood within the required time of leaving.
A newly arriving young adult may be merged into a dorm with
another playable young adult. However, if you want to merge the new arrival
into an existing private house or Greek House, you must do so through
"move-in" or "ask to pledge" (put them in a dorm first,
then move them through the accepted means). In the case of a Greek House, it is
your choice whether you have the sim already in the Greek House ask the new
arrival, thereby putting them through a pledge period in which you are not in
control of the younger sim, or if the younger sim calls the Greek House and
asks to be pledged in.
Scoring:
All scores are based on the honor system. Do your best and
let us know how you did.
Neighborhood Scoring:
·
1 pt per sim in the game including your original
sims. People who start with a larger amount of families will get a head start,
but trust me, it will even out. This includes all sims who have ever been part
of the game, including deaths and sims taken by the social worker.
·
1 pt for each home in the neighborhood that has
held a single family for 3 generations or more. Sims may count for two
different houses. For example, if Betty is the third generation in her family’s
house, but moves out when she becomes an adult, she is also the first
generation of her new house.
·
1 pt per $100,000 net worth neighborhood-wide
(add all family’s net worth together) Round up. Net worth is not cash - it is
the amount shown for the family from the Neighborhood screen.
·
3 pts per impossible want fulfilled. Impossible
wants are defined by their aspiration points being over 30,000. (Note: It is
not necessary that the want be in the panel at the time it is reached, so no
need to waste a lock. It must, however, coordinate with the aspiration.) Family
sims who “Have 10 Kids” will also earn this bonus even though it is not worth
30,000 points. Impossible wants are:
·
Fortune: Earn $100,000
·
Knowledge: Max All Skills
·
Popularity: Have 30 Best Friends
·
Romance: Have 30 Loves
·
Family: Have 10 Kids -and- Have 20 Grandkids
(can get double points if you fulfill both)
·
Pleasure:
Have 50 Dream Dates
·
Grilled Cheese:
There is NO impossible want for Grilled Cheese.
Also note that if you fulfill an impossible want before
Junior year, change the aspiration in University and fulfill a new impossible
want, you may claim the bonus twice for the same sim.
Note on Elders: Moving elders in (such as college
professors) will not cost you the bonus for fulfilling all LTWs in the
neighborhood. However, if you do fulfill their LTW, it doesn’t count toward the
bonus for CAS elders.
·
1 pt per platinum grave neighborhood wide.
·
1 pt if sim has top influence level at the time
of death. Top influence is defined as having 12 friends not related to you. The
influence meter does not have to be filled, only available.
·
1 pt for reaching top of an adult career (max 2
points per sim. Second career must be a DIFFERENT career to claim the second
point.)
·
-1 pt for each visit from the Sim Shrink.
·
-1 pt for each visit from the Social Bunny.
·
-1 pt for each college drop out.
·
-1 pt if a sim is fired due to poor work
performance (not applicable if due to a chance card). This includes teens fired
due to bad grades.
·
-1 pt for each ignored chance card.
·
-1 pt for each child taken by the social worker.
(Even if only one child is failing and she takes all 3, you get –3)
There is one exception to the -5 point rule with the Orb. If
you are using the Orb ONLY to get Grilled Cheese aspiration, you do not have to
take a reduction. But you MUST stay Grilled Cheese for this to take effect. If,
at any time before death, the Sim uses the Orb again to change to a non-Grilled
Cheese aspiration, you must take -10. This is -5 for the original use that
resulted in Grilled Cheese, and another -5 for getting out of Grilled Cheese.
This penalty is primarily for those who paid too little attention to aspiration
and used the Orb during green or red aspiration. However, it also applies to
anyone who thought they wanted Grilled Cheese, and then changed their mind.
University Scoring:
·
1 pt per summa cum laude graduate (4.0 grade
point average).
·
1 pt per “Big Sim on Campus” (12 friends at any
point during University. Can be taken in addition to having top influence at
time of death).
OFB Scoring:
·
No points will be awarded for earned or
transferred perks. Perks are considered the same as aspiration points.
·
The Family Business: 1 point per business owned within a household
that survives for 3 generations. This point should be scored as soon as a
business is transferred to the third generation.
·
+5 for each household that owns at least 15
third generation businesses.
Transferring a Business:
In order to gain The Family Business points, a business must be
transferred from one household member to another, over three generations. This
point will work the same way the three generation house point works. The
businesses essentially must stay with a sim who will reside in the house. If a second-generation
business is transferred to a sim who then leaves the household, that business
is no longer considered a second-generation business but rather a first-generation
business for the new house. Businesses that qualify for the Family Business
points may only be transferred by Elder sims. A business may be transferred by
a non-CAS elder business owner any time after they become an elder. CAS elder
sims may transfer the business only after their age meter is greater than one
half full.
Once a business is transferred, it can count towards
fulfilling the Own 5 Top Level Businesses lifetime want. This means, if Joe
owns a number of businesses and has achieved his lifetime want of Owning 5 Top
Level Businesses, and he transfers the business to his son who has the same
lifetime want then that business will count towards fulfilling the son’s
lifetime want as well.
Selling a Business:
Businesses may not be sold to household members. Businesses can be sold
to family members that do not reside within the same household as the current
business owner, to townies or to other playable sims. Sold businesses are not
eligible for The Family Business point unless they are 3 or more generations
old. This means you can transfer a business for three generations, collect the
point and then sell the business.
Open Venue Loophole:
There will be a 10 point deduction for each ‘open venue’. All money earned can be added to the family’s
net worth but then the equivalent points for the money gained must be deducted.
For example, if my ‘open venue’ lot earns $350,000, I will add 3 points to my
net worth total and then subtract 3 points. This essentially nullifies the
money earned. Please note: Venues
running on home lots (home-based venue businesses) are not considered an Open
Venue. They, therefore, are not subject to these penalties.
Servos: Servos
manufactured in a household by a family member and activated will not count
towards the population score. Any servo bought at a business and brought home
and activated will not count towards the population score (sims in game).
Servos cannot gain any points towards the challenge. They are machinery. Servos
may not live alone; the only exception is that a servo may be used as a
placeholder while a sim goes to university. Servos may invite other sims to
move into a prosperity home. In that case, the invited sim becomes the same
generation as the sim that activated the servo.
Points Deductions:
·
-1 point for each employee your sim must lay
off.
·
-1 point for each employee that quits your
business (while playing the business lot).
·
-10 points for each use of the Open Venue
Loophole
·
-1 point for every $100,000 gained while using
the Open Venue Loophole (round down).
Pets Scoring:
“Your fearless leader here (as if). After some discussion
with a certain moderator, I have decided that the new Pets expansion doesn't warrant
any change in the rules.
My justification is this: pets can be challenging, true,
however they do not add any point-worthy aspects to the game. You can train a doofus
after a lot of hard work, or you can spend half the time training a genius and
get the same effect. Pets' life spans are not determined by any user input,
other than feeding them, so keeping them alive for a long time isn't all that
difficult. And finally, the money they are able to earn will just be added to
the family worth.” ~ Sheri
Seasons Scoring:
Plant Sims: Plant
sims, either turned or spawned/spored, will not count towards the population
score nor will they count as a generation while they are plant sims. Plant sims
cannot gain any points while they are plant sims. This ruling was made because they have
shorter life spans and do not sleep at night. The only exception is a
generational plant sim bonus that can be taken once per game. Plant sims who
have been spawned/spored cannot be cured. Sims who turn into plant sims can be
cured and will then be able to contribute to scoring opportunities.
Plant Sim Generational Bonus: This bonus may be taken once per game and can
be gained by turning on sim into a plant sim and then sporing/spawning
offspring. The first plant sim (the one that was turned) does not count as a
generation. In order to qualify for this bonus, all the plant sims must be
directly related (related by marriage does not count).
•
3 generations of plant sims in one family - 3
PTS
•
5 generations of plant sims in one family - 5
PTS
•
7 generations of plant sims in one family - 7
PTS
•
10 generations of plant sims in one family - 10
PTS
Round down to the nearest generation so if you have 6
generations, you get 5 points.
Changing the Seasons:
Choose your seasonal pattern and set it in the neighborhood view. It can
be anything you want. Seasons can be changed at any point on a lot-per-lot
basis by using the weather machine aspiration reward. However, there will be a 10-point
penalty for each use of the machine even if used by a sim with a red aspiration
level.
The Garden Club: 5
points will be rewarded at the end of the game if 75% of all households in the
neighborhood are garden club members.
Bonuses:
·
10 extra pts if 10 or more impossible wants are
filled throughout the course of the challenge (in addition to individual points
received)
·
20 extra pts if 15 or more impossible wants are
filled throughout the course of the challenge (in addition to individual points
received. Not in addition to bonus for 10.)
·
12 pts if all sims who go to college pledge into
a Greek House started within the challenge. You may start a second (or third)
Greek House, but your own sims must found the house. If all sims pledge into
one of these houses, you may still claim this bonus.
·
5 pts if 75% of sims who go to college pledge
into one of the Greek Houses (Not in addition to bonus for all)
·
25 pts if all sims who go to college get into
Secret Society.
·
10 pts if 75% of sims who went to college get
into Secret Society (Not in addition to bonus for all sims)
·
+5 points if a household owns at least 15 third
generation businesses. This bonus applies to all businesses within a household
that are third generation or more. It does not matter if all the businesses are
owned by the same sim but rather if they are owned by sims living within the
same household.
·
30 pts if everyone in the neighborhood over the
course of the challenge achieves their lifetime wants (excluding CAS Elders.
Not to be taken in addition to the bonuses for less than 5 or 10 misses.)
·
20 pts if 5 or less sims over the course of the
game miss their lifetime wants (excluding CAS Elders. Not to be taken in addition
to the bonus for 10 or less.)
·
10 pts if 10 or less sims over the course of the
game miss their lifetime wants (excluding CAS Elders)
·
10 pts for each CAS Elder who achieves an
impossible want in their lifetime. (This is INSTEAD of the 3 points normally
given, not in addition to.)
·
10 pts for each CAS Elder who achieves their
lifetime want (Nearly impossible since most have to do with Adult jobs). This
cannot be taken after death. For example, if a sim has a “Have 6 grandchildren”
want, they must be alive to see the sixth child.
·
5 pts if all male-female marriages throughout
the game take on the male’s last name. Same sex marriages may take either last
name. Sim marriages to servos may take either last name.
·
If each of the original family houses remain
inhabited by an heir with the same last name as the family began with...
o
5 pts if this was achieved while taking only the
male last name.
o
2 pts if this was achieved by a man taking the
female’s last name.
(These points in addition to the bonus for a house that’s
held a single family for 3 generations or more.)
·
5 pts if no tombstones are deleted throughout
the challenge and ghosts have access to all sims on the lot. (placeholders in
the initial set-up may be deleted. Since they couldn’t affect the other sims in
life, they need not affect them in death.)
Bon Voyage Rules Update
·
You receive 1 point per Sim that collects ALL
vacation mementos.
·
You must take all chance cards while going on
tours on vacation or deduct 1 point from overall score (the same rule as job
chance cards).
·
Bigfoot may join your family, but he does not
count toward points for Sims in your Prosperity neighborhood. No points are
earned for him in any way, other than adding to net worth if he is employed.
Also, you may only have one Bigfoot per 25 total Sims in your neighborhood.
(For example, if you have 1-25 Sims in your hood, you may have Bigfoot move in
with 1 family. If you have 26-50 Sims in your hood, you may have a Bigfoot move
in with 2 families). Only one Bigfoot is allowed per family.
·
The total neighborhood net worth is determined
by adding together all the families’ net worth displayed while choosing a
family. However, this does not include the value of owned community lots or
owned vacation homes. In order to get true neighborhood net worth, add the
totals displayed for each home to the totals for owned community lots and
vacation homes.
·
Massages may be sold to other Sims for §1-§200
only (equivalent to selling them at a Very Expensive price).
·
Sims may only visit owned vacation homes once
every 7 Sim days, not including the time spent on vacation. They must remain on
their home lot for 7 days between visits to a vacation home.
Freetime Rules Update
You may assign your Sims’ lifetime aspiration benefit points
however you choose. You are not required to give your Sims secondary
aspirations. However, if you choose to give a Sim a secondary aspiration, you
must roll for it. Once you roll for the secondary aspiration, there is no
backing out. You must then assign the rolled aspiration. You cannot change your
mind and not assign a secondary aspiration because you don’t like the option
the roll produced. Also note that no
points are awarded for achieving impossible wants for secondary aspirations.
Roll at the time you choose to add a secondary aspiration according to the
following (the same as previous aspiration rolls):
1.
Fortune
2.
Knowledge
3.
Romance
4.
Family
5.
Popularity
6.
Pleasure
7.
If you roll a secondary aspiration that is the
same as your Sim’s primary aspiration, then that Sim’s secondary aspiration is
Grilled Cheese.
Using the ReNuYu SensoOrb to reset your lifetime aspiration
benefits will result in a penalty of -3 points.
If you choose to incur this penalty, you may reset your lifetime
aspiration benefit points as you wish and may select any secondary aspiration
you wish. You are not required to roll for the secondary aspiration if you are
willing to incur the -3 point penalty.
You must take all hobby chance cards. If you choose to
“ignore”, you will be penalized -1 point each time.
Scoring
·
+3 points per Sim that reaches the top of the
Lifetime Aspiration Meter.
·
+1 point per Sim for receiving one level 10
hobby plaque. This may be in any hobby. This point is only awarded once per
Sim.
·
+3 points if one Sim earns 5 hobby plaques or +5
if one Sim earns all 10 hobby plaques (one or the other, they do not add
together)
·
+3 points per house that has all 10 hobby
plaques. The plaques may be earned by any Sim living in the house at the time
the plaque is awarded. Young adult Sims that earn a plaque while at university
may bring the plaque with them to the first house that they reside in after
graduation.
·
The points awarded for earning gold badges is
changing. Sims earn +1 point for every 2 gold badges they earn. For example, if
a Sim earns 4 badges, they get +2 points. If a Sim earns all 11 gold badges,
they earn +6 points.
·
-1 point for an ignored hobby chance card
·
-3 for choosing to reset aspiration benefits or
secondary aspiration using the ReNuYuSenso Orb
Apartment Life Rules
Any sims you choose may live in apartments. For the purpose
of scoring, apartments count exactly the same as houses. You may start the challenge with sims living
in apartments. Consider carefully which sims you want to live in apartments. It
will be hard to maintain an apartment through multiple generations.
If you have all necessary expansion packs, you can earn +5
bonus points if you have had one of each type of creature (alien, zombie,
vampire, servo, werewolf, plant sim, big foot, and witch) in your hood at any
time, not necessarily at the same time.