Exploring History Challenge – Gen 1 – Gen 5

Updated: 7/15/2020

Note on Lots: I will be building pre-built lots and putting them on the gallery with the tag “#exploringhistory” as I work through the challenge myself. My sims Origin tag is wyldhawke, feel free to toss me a follow. I will link each generation’s pre-built lots in boxes like this on this page for each generation – so if you’re not a builder, you can still easily play this challenge. I will eventually get to building lots for all generations, but for now it’s just the first few. All lots mentioned on these pages are CC-free and playable! Also, if you build a lot that qualifies as those two things and want it included in these lists, please just drop me a comment here or a message at IllusoryThrall on the sims forums, I will check it out and add it if it fits!

Gen 1: The Beginning (Stone Age)

You and your partner are the first sims created. You live in the wilderness and have to build your own shelter. You live off the land and care the the plentiful children you have produced. Life is hard and difficult but there is a sort of peace to it. You live day to day, saving the profits you have made from fishing, scavenging and gardening. Your goal is to set the foundation for your children and their children.

Town: Sulani (Mua Pel’am District)

Lot traits: Off-the Grid, Great Soil, Creepy Crawlies (or) Volcanic Activity (or) Oceanic Paradise – depending on which lot you choose.

Traits for male sim: Child of the Islands, Self-assured, Loves the outdoors

Aspiration: Angling Ace

Career: None

Traits for female sim: Cheerful, Family-Oriented, Jealous

Aspiration: Freelance Botanist

Career: None

Holidays: None (except for the minor ones that pop up)

Gen 1 Goals & Rules:

  • Skills that must be maxed out: Fishing, Gardening, Handiness, and Parenting. This does not have to be all on one sim, the skills can be divided up between the two sims.
  • Save as much money as possible from your skills.
  • Build a small “hut” as your home base with the money you earn – pick one of the three lots available. Alternately, download one of the three houses I link below, and start your family there.
  • Have as many children as possible. The goal is to populate the world.
  • No marriage – not a thing yet.
  • Complete each sims’ aspirations.
  • No School for children or teens – you must cancel out this interaction to keep them at home.
  • Teens are old enough to move out to another lot in your home district if you wish – build them a small hut to live in there.
  • The founding sims must die when the heir is a teenager, and the first part of the next generation starts after you’ve managed to kill your founders. Which child is heir, however, is your choice – so you can wait as long as you want, saving money for the next home before moving. Also, killing your founders should be done as quickly as possible so you have enough time as a teenager to get your next goals done. Have a teenaged sibling stay behind with the rest of your siblings and take your parents’ graves/urns with you.
  • Must always “Try for Baby” instead of Woohoo. (No birth control in the Stone Age). No pregnancy tests, either.
  • If you have built a pool (hot springs) and/or a beach in Sulani for this generation, these are the only places your sims can visit. Remember, they can be built either in the commercial district in Sulani, or in the District you start with.
  • You should be able to catch all 20 fish types while staying in Sulani. However, if you need to get the plants for the cowplant, and haven’t caught a berry, you are allowed to visit Magnolia Blossom lot (should be empty) to acquire the plants necessary – but only for that. (Remember, this must be done during springtime to get the plants if you have seasons)
  • Your heir’s traits will be: Perfectionist, Outgoing, Creative; aspiration will be Curator

Generation 1 Lots:
Stone Age Starter Hut
Caldera Stone Age Camp
Beach Stone Age Camp
Tangled Hot Springs (Pool)
Stone Age Lagoon Beach (Beach)

Community Lots Unlocked after Gen 1: Generic (example: temples) and the “hidden” lot Forgotten Grotto by the Desert Bloom lot. Prior to playing the next generation, build a “Temple” (generic) in the Desert Bloom Lot (or use the one linked below)

Gen 2 Part 1: The First Civilization (Early Bronze age 3000 BCE)

You left the islands after the death of your parents, leaving your siblings behind and carrying your parents’ ashes with you during your travels. You traveled far in your grief, hoping to find a better way of life. Eventually, you settle in the desert. You begin carving and building furniture and selling what you make for a profit. Soon, however, you realize this small village holds little for you, and it is time to leave your ghosts behind.

Town: Oasis Springs (Bedrock Strait District)

Lot traits: Quake Zone, Off-The-Grid, Homey

Holiday: Every Sunday you must go to the temple to leave offerings to the gods (Use the seasons calendar and create a holiday on each Sunday with the attend holiday ceremony tradition)

Traits: Perfectionist, Outgoing, Creative

Aspiration: The Curator (Need not be completed – remember you only have a two week period of time for this part)

Career: Must use the woodworking table to build item to make a profit by using the street sales tables that come with City Living, Jungle Adventures, or Eco Lifestyle. Get at least 20,000 simoleons total in profits from your woodworking. Gardening, fishing and collecting are acceptable means of money making as well – so long as your total earnings are at least 20,000.

Gen 2 Part 1 Goals & Rules:

  • Collect as many items as you can, and sell them via the table.
  • Use the woodworking table to build items to sell – small statues can be sold via the table, furniture must be sold out of family inventory.
  • Max Handiness
  • Build a thatched hut to use as your home.
  • No School for teens – you must cancel out this interaction to keep them at home.
  • Part 1 ends when your heir (from gen 1) ages into a young adult.
  • Leave your parents’ graves behind at the home you made.
  • Optional suggestion: Make a family with a teen of the opposite sex as your heir to live at the Bronze Age Home (or in your district somewhere) and use them as your spouse to be, take them with you when you move to Part 2.

Generation 2 Part 1 Lots:
Small Bronze Age Home (for single sims)
Bronze Age Home (for families)
Bronze Age Llama Temple (Generic)
Bronze Age Hot Springs (Pool)

Venue unlocks after Part 1: the National Park in Granite Falls. Not all national parks are unlocked, just this one. Feel free to edit it to decorate better for the times. Also, build yourself a campsite in Granite Falls so you can visit the park to get ingredients for your concoctions.

Gen 2 Part 2: Time of the Pharaohs (Ancient Egypt – Middle Kingdom – 2055 BCE – 1786 BCE)

When you became an adult, you moved from your small village to a land more populated, and tried to find a place for yourself in this world. You started a family and proceeded to make a name for yourself here, not as a carpenter, but instead establishing your family as local healers, known for your plants and your knowledge.

Town: Oasis Springs (Acquisition Butte)

Lot traits: Great Soil, Off-the-Grid, Homey

Holidays: None – worship the many deities from home.

Traits: Perfectionist, Outgoing, Creative

Aspiration: Outdoor Enthusiast

Career: Use the street sales tables that come with City Living, Jungle Adventures, or Eco Lifestyle to sell Herbalism concoctions. Gardening, fishing and collecting are acceptable means of money making as well.

Gen 2 Part 2 Goals & Rules:

  • Skills to max: Cooking, Gardening, Wellness, Herbalism.
  • Marry and start a family – you must have at least two children.
  • Spouses cannot bring money into the family. You must take away whatever they bring in.
  • Must always “Try for Baby”. Birth control is not a thing yet. No pregnancy tests, either.
  • Using bricks instead of stone or wood for your house is now okay.
  • The temple you have built for last generation can be visited and decorated for the Egyptian time period, but it wasn’t a place for the “masses” to worship, but rather a “home” for the gods.
  • No School for teens or girls of any age – you must cancel out this interaction to keep them at home. Child Boys, however, are allowed to attend school starting in this generation. Girls were taught at home by their mothers.
  • Optional: Move in a sim of your choice to be your servant, and build them a servants’ quarters on your lot.
  • Again, teens are old enough to move out on their own so long as you build them a home. The generation ends when your heir moves out – whether they’re teen or young adult, it’s your choice.
  • Your heir’s traits will be: Ambitious, Snob, Genius; aspiration is Fabulously Wealthy

Generation 2 Part 2 Lots:
Lower Class Egyptian Home
Upper Class Egyptian Home
Ancient Egyptian Temple (Generic)
Early Civilization Camp (Rental)
Early Civilization Forest (National Park)

Community Lots Unlocked after Gen 2: Retail and Gym – also you are now able to visit Windenburg’s The Bluffs for while you live in Windenburg. It is not necessary to build either commercial venue before playing, but feel free to add in a Gym (or “military training” lot) to the Crumbling Isle, near where your home is. Another suggestion would be a temple.

Gen 3: Time of the Gods (Ancient Greek times – 800 BCE – 499 BCE)

When you came of age, your family expected you to carrying on living as they had; healing and selling your cures. However, you were a dreamer and wanted to expand on your parent’s way of life. You moved, bought a plot of land, started growing beautiful flowers and opened your own flower shop.

Town: Windenburg (The Crumbling Isle)

Lot traits: Off-the-grid, Homey/Great Soil, Convivial

Holidays:

  • Spring: All Fools Day-Mischief spirit, drinking and party spirit
  • Summer: Festival of Remembrance- Remembrance, tell stories, fire, thankful spirit
  • Fall: The Harvest- Grand feast, drinking, fire, art and music spirit
  • Winter: Winter Solstice- Festive lighting, Give gifts, grand meal, light menorah or kinara

Traits: Outgoing, Snob, Genius

Aspiration: Fabulously Wealthy

Career: Open your own store. Sell your Flower Arrangements. (If you don’t have Get to Work or hate Retail like I do, just using a sales table works, too.)

Gen 3 Goals & Rules:

  • Open a store in order to make money (unless you don’t have Get to Work). Place this store in either Magnolia Promenade or the Crumbling Isle near your home (your choice – but Crumbling Isle would be easier to fit to the time period). Suggestion: Keep the store small!
  • NPC’s such as maids and butlers are now unlocked.
  • Optional: Move in a sim of your choice to be your servant, and build them a servants’ quarters on your lot.
  • Max the Charisma and Flower Arranging skills.
  • Spouses cannot bring in money.
  • Must always “Try for Baby”. Birth control is not a thing yet. No pregnancy tests, either.
  • Only Boys can go to school, and school is permitted through the teen years as well. Girls must still stay home.
  • Teens can still move out on their own, but boys will forfeit the ability to go to school if they move out.
  • Next generation starts as soon as your teen or young adult moves out.
  • Your heir’s traits will be: Snob, Materialistic, Family Oriented; aspiration will be Mansion Baron

Generation 3 Lots:
Ancient Greek Home
Ancient Greek Home 2 (updated with a flower growing room)
Ancient Greek Agora (Retail – Partially Furnished)
Ancient Greek Gymnasium (Gym)
Ancient Greek Temple (Generic)

Before playing the next generation, I suggest you build a Temple (generic lot) on Magnolia Blossom Park Lot Alternately, you could attempt a “colosseum” lot there, instead.

Gen 4: The Roman Empire (753 BCE – 476 AD)

The fortune your family had amassed now serves you well. You are able to build a huge villa for yourself and your family, solidifying yourself into the upper class.

Town: Willow Creek (Sage Estates)

Lot traits: Party Place, Convivial, Off-the-Grid

Holidays:

  • Spring: All Fools Day-Mischief spirit, drinking and party spirit
  • Summer: Festival of Remembrance- Remembrance, tell stories, fire, thankful spirit
  • Fall: The Harvest- Grand feast, drinking, fire, art and music spirit
  • Winter: Winter Solstice- Festive lighting, Give gifts, grand meal, light menorah or kinara

Traits: Snob, Materialistic, Family Oriented

Aspiration: Mansion Baron

Career: None

Gen 4 Goals & Rules:

  • Skills to max: Charisma and Fitness
  • More than likely, you have enough money to build your full home already – but if not, feel free to make money selling crafted things or gardening.
  • Build a self-sufficient “domus” for your family around a central garden
  • Spouses cannot bring in money.
  • Must always “try for baby”. Birth control is not a thing yet. No pregnancy tests, either.
  • School is now allowed for all children and teens. (Although it was usually segregated, girls were now allowed to go to school.)
  • Optional: Move in a sim of your choice to be your servant, and build them a servants’ quarters on your lot.
  • From now on, kids must be young adult to move out and all generations end when your heir hits young adult unless specifically stated.
  • Your heir’s traits will be: Hot-Headed, Kleptomaniac, Mean; aspiration will be Leader of the Pack.

Gen 4 Lots: (Still in progress)
Roman Insulae ?
Roman Domus
Roman Baths (Pool) ?
Roman Market (Retail) ?
Roman Military Camp (Gym) ?
Roman Temple (Generic)
Roman Colosseum (Gym)

Community Lots Unlocked after this generation: Bar (or Tavern/Inn), Lounge (for the purpose of this challenge, I’m basically defining this as a bar with music) Before playing, I suggest building at the very least a Bar and/or Lounge in the Crawdad Quarter commercial area or your home district.

Gen 5: To Pillage and Plunder (Vikings 425 AD – 1066 AD)

You always felt that the world owed you. You didn’t want to work and create like your parents but instead, wanted to take what was yours. You take what you want, who you want and build a life for yourself far away from your homeland. You become a leader of your very own viking tribe and cause mayhem wherever you go.

Town: Willow Creek (Pendula View)

Lot traits: Off-the-Grid, Mean Vibe, Gremlins

Holidays:

  • Spring: Festival of Revival- Gardening, baking, dancing, fire, mischief spirit, fighting
  • Summer: Summer Solstice- Give flowers, air grievances, bbq, drinking, party spirit, fighting
  • Fall: The Harvest- Grand meal, air grievances, baking, drinking, mischief spirit, fighting
  • Winter: Winter Solstice: Make a resolution, festive lighting, festive spirit, fasting

Traits: Hot-Headed, Kleptomaniac, Mean

Aspiration: Leader of the Pack

Career: None. You steal everything.

Gen 5 Goals:

  • You may use NPC’s like maids and butlers as servants.
  • Max the Fitness, Gardening and Mischief skills
  • Must kidnap a bride. (Find a very pretty sim, move them into your household and marry her. If your heir is a daughter – then she is the one “stolen”)
  • Spouses cannot bring in money.
  • Use the club feature to make your own viking tribe.
  • Have as many enemies has possible.
  • Must always “Try for Baby”. Birth control is not a thing yet. No pregnancy tests, either.
  • Have a bad relationship with the heir. You expect too much of them.
  • When the heir is a teen, you must die in battle. The next generation starts then (yes, your heir will be again moving out as a teen!)
  • Your heir’s traits will be: Foodie, Childish, Clumsy; aspiration will be Spellcraft and Sorcery.

Gen 5 Lots:
Viking Longhouse
Viking Tavern (Bar)

Community Lots Unlocked after this generation: Park, Restaurant (tavern)