nathanialroyale: (Default)







Hello! I am Nathanial and this is where my writing and sims stuff is!

Novel Writing and Short Stories of Cor'terrae in Chronological Order are Here
The World of Cor'terrae has a Website!
For all of my fandoms and my writing on Tumblr go to My Tumblr
For Sims on Tumblr go to My SIMBLR

This journal is public and you don't need to add me to download or browse, though I will more then likely friend you back if you friend me! I love comments, and especially constructive ones! I will always try to reply as communication is a two-way street.




TUTORIALS

Painting Recolors

CHALLENGES/LEGACIES

SURVIVOR CHALLENGE (Finished)
Intro|Day One|Day two|Day Three|Day Four & Five|Six & Seven|
Eight|Nine|Day Ten & Eleven|Day Twelve & Thirteen|The End

ST. MIL'LES BUILD A CITY CHALLENGE (Discontinued)
Intro(Rules)
Neighborhood
Ayoda Week 1|Ayoda Week 2|Ayoda Week 3
Ki Week 1
Dre'ia Week 1

MIRANDA VIKING DEATH SQUAD LEGACY (Finished)


Read about the crazy Miranda Family )


DOWNLOADS

Look at all the Shinies! )
nathanialroyale: (Heart)





General Rules

Neighbourhood

• A Downtown is earned automatically when your population reaches 10,000. When a Downtown can be attached to your original neighborhood it is its own Kingdom, which will have its own Royal family, noble families, merchants and peasants. To start the Downtown Kingdom you may make 6-10 CAS sims.
• University is earned with 500,000 in taxes, or that amount generously donated by a Merchant/Noble family. But! There has to be a Noble level 10 Education career Sim to make a University as well.
• No residential or community lot may have smoke detectors or burglar alarms until there is at least one slot opened and filled in the Law Enforcement career. (See below.) If a fire or burglary happens, you also may not call the fire department or the police department because neither of those departments exist yet in your city. You must put the fire out yourself or wait for the burglar to leave on his/her own after taking a bunch of your stuff.
• The Monastery/Abbey once built in the neighbourhood are for the Sims who you don’t want to Marry or are infertile. They must be played as often as the other households and are considered a separate class from all other sims.
• Only the head of household may purchase a business and it must be passed on to their heir.
• All Taxes, Rents, Tithes, Fees & Fines of any kind are due and payable on every Quarter Day (the first day of each season). They are paid directly into the Treasury of the King.
• In order to introduce supernaturalness into the 'hood, all CAS Sims have a 20% chance of being created as a supernatural. When I’m creating them, I roll 1-100, and if I roll a number between 1 and 20, they will be a supernatural. I then roll to see what kind they will be. I roll 1-4.
1 = Plantsim
2= Vampire (Be careful how you use vampires, there is a note in Birth and Death about them)
3= Werewolf
4= Zombie
5= Witch (Good/Evil)
• Any child conceived while a parent is a supernatural has a 50% chance of inheriting that supernatural trait. The traits begin to be expressed when the child transitions to teen. (Since babies, toddlers, and children can’t be supernatural.)


Birth and Death

• Mothers have a 10% chance of death while giving birth. With each successful childbirth the odds are lowered by 1% for that particular mother. Odds go from a base 10% to 7% once the medical career becomes unlocked.
• Some Sims also have the chance of being infertile: a blanket 5% chance for any sim to be infertile, and between a 1% and 3% chance of a Sim becoming infertile after a birth.
• Illegitimate children below Royalty will take on their mother's class.
• Anytime anyone gets into a fight, the loser has a 50% of being killed by your method of choice. It was dangerous to fight with no medical care! (This drops to 25%
once the medical career becomes unlocked.
• Vampires are to be used sparingly as their immortality can cause problems with inheritance.
• Pleading with the Grim: Any Sim may plead with the Grim to save a loved one from an early grave. However, each sim may only plead with the Grim once in their lifetime.
• You may not delete gravestones
• Eventually there will be 3 graveyards. Graveyard 1 = Noble. Graveyard 2 = Merchant + Peasants. Graveyard 3 = Royalty.


Marriage

• Women always take the status of their husbands so make sure it is always the man who proposes
• Use of the matchmaker is encouraged among Merchant and Peasant Class to find a suitable match for their children.
• Mr. Big and The Diva can marry Merchants or non-heir Nobility (They may not have a known bloodline, but they come with a large 'dowry' so money conscious merchants are encouraged to marry them)
• Dowries for the daughters, are in the form of items for their new home. Since women traditionally took domestic items (rather than cash or land) such as bed sheets, clothes, pots and pans etc, the daughters here will take beds, wardrobes and kitchen items. Again it will be a percentage of the available cash at the time.
• Also, if any Sims become widows/widowers due to a population control method, then they have a possibility of remarrying unless they are an Elder. Family Sims always remarry. The other aspirations except Romance have a 50% chance of remarrying, so I roll 1-100 and an odd roll means widow/widower remarries. Romance Sims have only a 20% chance of remarrying, so I roll 1-100 and a roll of 1-20 means that they will remarry. If they are to remarry, they do so randomly. (Similarly widows/widowers of Sims who die of old age may remarry, just as above, if they aren’t Elders themselves.)


Townies

• Townies with Black and Brown hair are considered Merchant Class, and Townies with Orange or Blonde hair are considered Peasant Class.
• If some townies become really good friends of the family, I will age them up with whoever they're friends with, and then kill them off when their friend dies so as to create a new townie pool and a semblance of generation.


Misc

• Only your town wizard/witch or equivalent are allowed to use the Robot making bench since a robot would be considered magic.
• Only Nobility and Royals would be allowed to purchase a Robot. Servo would be considered a live in servant of the house.



Credit

The Medieval Charter Challenge:
Royal Kingdom Challenge
Victorian Population Challenge
Nickel & Dimed Challenge
Prosperity Challenge
Build a City Challenge
Warwickshire: Renaissance Challenge
Redmond Flats

nathanialroyale: (Dance)




Regulations based upon Class and how to Advance your Family Station (Or Change your Class!)

Class Restrictions

Rules for the Royal Family


•    The first-born son of the current King and Queen is heir to the throne or the first born if no sons are born.
•    The heir to the throne may only marry from the Royal family or the Noble class. This does mean the King/Queen may marry close relatives.
•    Marriages will be arranged for all royal children.
•    The heir to the throne must be a legitimate child of both the King and the Queen.
•    Once a University is built the Heir to the throne must complete collage.
•    Women of the royal family are not permitted to have a job or live alone.
•    Don't forget to use any influence points that a Royal Sim gets. Members of the Royal family should be able to influence their subjects
•    May use Genie lamp and Wishing well.
•    Peasants may move in as servants to cook and clean.
•    Royals may not grow a vegetable garden themselves to keep or sell.
•    Royals cannot own businesses. May own community lots that are not businesses.
•    Royals may use a crafting table as a hobby but it would be below them to sell what they made.
•    Only Royal children may use the smart milk to skill.
•    Royals can use any career rewards.


Rules for The Noble Class

•    The first-born will be the family heir and must never move out of the house except to go to university.
•    Can marry Merchant Class Townies until there are 4 noble households. Then the heirs may no longer marry ANY townies.
•    Females may marry below their status, but they lose their noble status.
•    Males may marry from the merchant class, and their wife will become a noble.
•    Women are not permitted to have a job
•    Children of the Noble Class are encouraged to attend university.
•    Don't forget to use any influence points that a Nobel Sim gets. Members of the Nobility should be able to influence their subjects
•    Peasants may move in as servants to cook and clean.
•    Nobles may grow a vegetable garden themselves to keep.
•    May use Genie lamp and Wishing well, money is taxable.
•    Are allowed Retail and Venue businesses
•    Must hire a manager as soon a possible
•    Women of the family may only help out by crafting items such as paintings or flower arrangements
•    May have pets, pets do not work
•    Nobles can use any career rewards.
•    Pay 20% tribute to the King (May Change)


Rules for The Merchant Class

•    Although the eldest traditionally becomes the heir, if the eldest becomes enemy’s with their parents, any child may inherit.
•    The heir must never move out of the house.
•    The heir can't marry below their status.
•    Only single women may have jobs
•    May have a home business and/or community lot business
•    If a Merchant family has a community lot business, they are allowed to purchase a carriage (car) for more efficient transport
•    All family members may work in businesses, at home and community lots
•    May hire an employee of merchant or peasant status.
•    May use a Wishing Well but not a Genie’s lamp, money from the well is taxable.
•    Pay 25% tribute to the King (May Change)


Rules for The Peasant Class

•    Anyone and everyone is encouraged to have a job since they will have very little money
•    Peasants may not have beds with better than 6 rest.
•    Peasants don't get the upper end of any items.
•    Although the eldest son traditional becomes the heir, any of the children may inherit their father's house and fortune
•    The heir must never move out of the house
•    Children of this class are not permitted to go to university since peasants did not receive much of an education.
•    Since they are the lowest rank, peasants may marry peasants and merchants.
•    Only a Home Business is permitted
•    May only sell items they make themselves
•    Only family members may work in home business
•    No digging for treasure.
•    No use of Genie lamps or wishing well.
•    Pay 30% tribute to the King (May Change)

Changing Class Status

Royalty – Only Ends if all children are Infertile, which is very improbable.

Nobility – A male noble may become Royalty if he marries the oldest Royal Daughter and the Royal family has no living male heirs. Also, if the Royal family dies out, the richest Noble family ascends the throne.  A male noble becomes a Peasant if he moves out of his parents home and has less then 16k to his name.

Merchantry – Family becomes Nobility if it has 5 level 10 businesses. Nobility is granted to the next generation. A male merchant becomes a Peasant if he moves out of his parents home and has less then 10k to his name.

Peasantry – Becomes Merchantry if it has a level 10 business, Merchantry is granted to the next generation.



Credit

All those in the Build a Kingdom Challenge board on Modthesims!

nathanialroyale: (Nilec)




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
Also, there can only be one level 9 and level 10 in the career.

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.

Credit:

natasha699
Redmond Flats

Original BACC Challenge.
nathanialroyale: (Fox)




Another Update Whee!


32 Pics Inside! )
nathanialroyale: (Default)



nathanialroyale: (Default)






nathanialroyale: (Fox)
nathanialroyale: (Default)











So we started off this challenge by being stupid.
I had decided that I would do a Legacy AND a Build A City Challenge in one as my founder being founder for both.
This caused some difficulties....



Week One )


 
 
nathanialroyale: (Default)









St. Mil'les



 
Neighbourhood Pics Inside! )
nathanialroyale: (Arwen)






 

I have decided to try my very own BACC. Inspired by [personal profile] pennysims gorgeous pictures and story.  I wanted to try it out but I knew I could never completely follow the rules so I modified them quite a bit .I am not really planning on trying to get their allotted goal, I am just going to play it till I don't want to anymore, I would like to at least achieve 10,000. So basically I'm just trying out a new play style.

Some rules are copied from Pennysims, some from the official rules. Others made up entirely of my own, or modified.
 

 
Rules and Pics Inside! )

Profile

nathanialroyale: (Default)
nathanialroyale

June 2017

S M T W T F S
    12 3
45678910
11121314151617
18192021222324
252627282930 

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags