Music Career Default added and employment conditions updated!
This is just a compilation of rules to unlock careers and career limitations based on class for Meadow Haven. Default Medieval Careers linked to when mentioned. Credit for bits and pieces at the bottom.
Adventure: The first position in this career opens when a museum community lot is placed in the main neighbourhood. (Not in any sub-hoods that you've earned and attached.) It doesn't matter if the museum is player-owned or not. What matters is that it must be placed on the largest lot possible in your game. If you want to use a downloaded museum that isn't built on the largest lot your game offers, you must use the Lot Adjuster to make it that way in order to count for opening this career. The idea is that you are sacrificing valuable real estate in your main 'hood for the sake of opening this career. The career is unlocked for all Nobility once the first Sim in the career reaches the top of the career track.
Architecture/Masters: A position opens each time there is a multiple of 10 lots -- residential or community, in any combination -- in the main neighborhood. Lots in sub-hoods don't count for this. It is always freely open to any Nobles with an Art, Physics, or Mathematics degree. The career is never unlocked.
Artist: Career will not be used (So will remain locked.)
Athletics/Knights: This career is unlocked for Nobility and Royalty once there is a player-owned training (community) lot in place. Axe throwing, obstacle courses, punching bags, training dummies to use swords on etc.
Business: A new position opens in the Business Career track every time a player owned business reaches level 5 (home or community lot). When a playable Sim reaches the top of the career, it is then unlocked for all Merchant class.
Criminal: The first position in this career opens when the population reaches 100. After that, whenever a Peasant Sim becomes a Criminal Mastermind, another position in Criminal opens as well as one each in Law Enforcement and Intelligence. The career is never unlocked.
Culinary/Chief: The first slot in the career is opened whether or not the restaurant that opens the slot is player-owned, and so there is no rank requirement. (Reason: I HATE running restaurants! Any restaurants in my ‘hoods are community-owned, which really doesn’t make any sense at all, but I hate running them enough that I don’t give a damn about it making sense.) The career is unlocked when the first person in the career reaches the top of the career. Career open to Merchants and Peasants.
Dance: Career will not be used (So will remain locked.)
Education/Instructors: Once the population of the town reaches 250 a position in the Education Career opens. There has to be a level 10 Education career sim to make a University (along with other restrictions.) Only one opening in Education at a time, career open only to Nobility.
Entertainment: Career will not be used (So will remain locked.).
Gamer: Career will not be used (So will remain locked.)
Intelligence/Spies: A position opens in the Intelligence career whenever a Sim reaches the top of the Military, Criminal, or Law enforcement career. The career is never fully unlocked and is available for Nobility/Merchants/Royalty.
Journalism: Career will not be used (So will remain locked.)
Law/Justice: The Law Career is open to any Noble and Royal sim with a diploma.
Law Enforcement/The Watch: This career is never unlocked, but a position opens for the Nobility whenever one of the following happens:
- A burglary
- Three Sim-started fires
- A playable Sim reaches the top of the Criminal career
- The population reaches a multiple of 500
Medical/Wise Ones: Opens when the population reaches 250 for Peasants, Merchants, and Nobles. Sims can only move past level 5 with a degree in Biology. Only one level 10 at a time is allowed.
Military/War: The Military Career track is unlocked when a lot is placed that represents a Barracks. It takes the place of a NPC community lot that you can add once you accumulate 4 households, but it does not contribute to the total number of community lots present. A nobleman’s son must head the Barracks and work up the ranks to top.
Only one level 9 and 10 at a time who must be Nobles or Royalty and they must live on base, level 6,7,8 (who would be Nobles who moved onto base from home) can move out of the barracks to create a household once they reach that career level. Levels 1-5 must live on base regardless of Peasant, Merchant, Noble, Royalty. The amount of Military slots open is how many slots are open for Sims on the Military Base (Out of 8.)
You may have only one military base.
Music/Minstrel: The career is unlocked when a community lot including a stage and three musical instruments is placed. This lot does not have to be player-owned. Slots open to those with full Music Hobby Enthusiasm (Merchants/Nobility.)
Natural Science/Academic: Open only to Sims with a degree in Biology or Mathematics. The career is never unlocked. Only open for Nobles.
Oceanography: Career will not be used (So will remain locked.)
Paranormal/Magic: The first position is opened when a cemetery community lot is added and there are 5 graves in the neighborhood. After the first position opens, another is opened for every 10 additional graves. The graves do not have to be sent to the cemetery and pet graves do NOT count. Open to Peasants/Merchants/Nobility. Peasants cannot advance past level 4. It is always open to the Wizard/Witch Family.
Politics/Ruling: The career is unlocked for Royalty and Nobility from the beginning. (Only 1 slot for each of the last three levels open at a time.)
Science/Theology: The Science Career track is unlocked when a lot is placed that represents a Monastery. It takes the place of a NPC community lot that you can add once you accumulate 4 households, but it does not contribute to the total number of community lots present.
I give myself 2-4 randomly-generated CAS Sims to initially populate it. I allow the Monastery to run pretty much on free will, except to make certain they go to work and clean the place. One initial CAS Sims must work up the career path to be the Abbot/Abbess (Career top).
As ANYONE living in the Monastery will never procreate they DO NOT EVER count toward the city’s population. Why will they not have children? Because the initial CAS Sims will be rendered infertile (having the backstory of being infertile), and those in the neighbourhood who roll as being Infertile will be dropped off here by their family no matter the Class. Basically, as in medieval times, the Monastery is an entirely separate entity from the town and will be self supporting.
Show Business/Courtiers: The career is open to any Noble with a degree in Political Science, Drama, or Literature.
Slacker: Career will not be used (So will remain locked.)
No Pet Careers.
Original BACC Challenge.