Technology changes everything and makes it all a little more shiny and a lot more dangerous. War is on the horizon and the prohibition draws the line between rule-followers and risk-takers. Ultimately it will be those who embrace the changes who will thrive.
Generation Challenges
First Decade - World War I
Second Decade - Prohobition
Marriage and Family
Single fathers and those with Mental Handicaps (via traits) are spared from being drafted
If all sons within the family die in the war then the surviving husband of the oldest daughter may inherit
If no eligible males AT ALL then the oldest daughter must remarry and her new husband will inherit
Second Decade - Daughters may inherit the next generation if no male has been found
Babies may now be bottle fed and a wet nurse is no longer necessary if mother dies.
Males can now take care of babies and toddlers in absence of capable female
Second Decade - Daughters are no longer required to start with Creative Trait and allowed to be heirs
Architecture and Design
Dry wall and painted walls are now allowed
Murphy beds, portable generators, soccer and phone use (talking only) are allowed
Jazz and Blues man now be listened to on the radio
Second Decade - Turn all bars, lounges or nightclubs into Restaurants
You may build a theater or a neighborhood pool (women must be fully clothed in shirt and shorts)
Second Decade - The following items are allowed: Talk Radio, Surrealism paintings, wind turbines, upright vacuum cleaners
Second Decade - Speakeasies can be added to restaurants or private lots but all moonshine must remain behind a locked door that can only be accessed by a specific club
Education and Hobbies
Hunting trip to Granite Falls allowed but only for males (Teens and Children must be in Scouting)
All drafted men must enter Military Career
Teens who do not have a C or higher must get sent to reform school (only the basics provided) or move in with grandparents
Women may not have a political career but may participate in activism and protests and vote on NAPS
Second Decade - Climging is allowed
Second Decade - Alcohol is prohibited in all respects. No personal bars, Globe bars, visiting bars, or juice/nectar-making of any kind. All visited lots must be adjusted accordingly
Career and Money-Making
All previous careers allowed
Paintings can now be sold by anyone even if not in Painting career
Fame can now be enabled
Part-Time Work: Men can be Fishermen, Lifeguard, manual Laborer. Women can be Babysitter, Lifeguard, Manuel Laborer. Teens/Elders may not have Part-Time Work
Children and Teens can join Scouting After-School Program
After the war men must be in military career for rest of decade
Widowed or divorced women are allowed to work Culinary(Chef), Entertainment(Musician), Gardening(Both), Painter, Writer (Second Decade - Freelancer(Writer), Criminal(Boss), Interior Decorator)
Men must complete appropriate degrees in order to work in following careers: Doctor, Education(Both), Engineer(Mechanical), Law(Both), Scientist
Second Decade - If in Criminal or Culinary career they may own or work at a speakeasy and brew their own nectar.
If there is a police bust pay $1000. Set fire to bar in multiple areas using cheats and only allow fire department to put it out
If busted 3x must be incarcerated for at least one sim week (approx 3.5 years). If busted 3 more times, must be incarcerated till end of Prohibiition.
Special Rolls
Fire burns through whichever neighborhood would be considered "Downtown" - Roll D6 - 1) Update 1 building, 2) Bulldoze one building, 3) Bulldoze one, update another, 4) Bulldoze two, 5) Bulldoze two, update one, 6) Bulldoze three buildings
Only roll for pregnant adults (not YA) and sick elders
WWI (1917-18) - Roll D6 for all males Teen-Adult: Odds = he falls in war, Evens = survive but must remain away from household for two years. Women can also be drafted (roll 1 on D20) as medics
Males returning from war must take a Trauma Trait - 1) Gloomy, 2) Hot-headed, 3) Clumsy, 4) Erratic, 5) Meloncholic 6) Mean(or Evil), 7) Lazy, 8) Non-Committal, 9) Squeamish, 10) Paranoid, 11) Cold-Blooded, 12) Impassive, 13) Insane, 14) Joyless, 15) Unstable,16) Avoidant, 17) Cruel, 18) Hostile, 19) Obsessive, 20) Repressed
Secret Drinking Club - Meets at least once a week (minimum of 4 times) - D20 - 1) Police bust.
Criminal or Culinary career/work at Speakeasy - D20 - 1 = Police Bust
Everyone who drinks - D20 1) Sim goes blind they are no longer able to work, travel or inherit estate. If they are single they will be unable to marry . If married, spouse may divorce them. 2-3) Sim gets serious alcohol poisoning (see next bullet point) 4-20) Safe from side effects
Alcohol Poisoning - 2D6 - Doubles = Death
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