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The Vampire Takeover
Challenge

This is a reimagining of CannibalCupcake’s TS3 Zombie Aftermath Challenge. The original challenge takes players through four intense stages of survival, but since TS4 doesn’t have zombies, I’ve adapted it for Vampires instead! I've done my best to make it work within the TS4 gameplay while still keeping the spirit of the original challenge alive [though I have added some rollers, because we all love random chance.]

This version was rewritten by CrvptydGaming.

Recommended Mods

🌑 Environment & Immersion Mods

  • Underworld – Keeps the world in permanent darkness. 🌙 (Essential for the vampire apocalypse setting.)

  • Fires Require Wood– Sims must gather wood to start fires. 🔥 

  • No More Bills - Bills? In my apocalypse? Less likely than you think.

  • Tri-Weekly Trader (by LazyNeiph) - Having someone come by who can buy your things rather than just dropping them in your inventory is good. 

  • Zero’s Vampires Can Kill – Allows vampires to actually kill Sims among many other cool things. (No more random bites—now it’s fatal!)

🌿 Food Mods

Survival Tips & Strategy

🛠 Make the Most of Your Generations:

  • Have at least 2 children per generation—this ensures you have a backup in case one develops a non-survival trait and must be killed.

⏳ Managing Children & Traits:

  • If a child develops a non-survival trait, you may either:

    • Cheat to age them up and kill them immediately, OR

    • Wait until they naturally age up before dealing with their fate.

⚙ Game Mechanics & Workarounds:

  • Disable automatic actions (such as a Sim autonomously cleaning a toilet when it’s not allowed) so it won’t count against you.

  • If a Sim leaves the lot due to a game bug, it does NOT count as them breaking the rules.

💰 Making Money in a Vampire Apocalypse:

  • Starting in Stage One, you may:

    • Sell harvested veggies and caught fish

    • Write novels 📖

    • Paint 🎨

    • Hack computers 💻 (if power is available)

📌 Final Survival Tip:
Every choice matters—plan ahead, be ruthless when necessary, and never forget: only the strongest survive. 🦇🔥

Preparing for the Challenge

To get started, you'll need to clear out the worlds by removing all houses and Sims. If you’d like to skip this step, you can download a pre-emptied save here:
🔗 Srsly’s Blank Save

Game Setup

  • 🕰 Set lifespan to Normal.

  •  🌱 Stock up on seeds to start your garden. Use bb.showhiddenobjects to add a fishing hole on your lot.

  •  🌑 Install the Eternal Night mod to keep the world in darkness:

  • Use MCCC to ensure Children can quit school. You may have to use a computer to do this, so apply the lot challenges after. MC Command Center -> MC Career -> Children can quit school, set to true.

✦ .  ⁺   . ✦ .  ⁺   . ✦

Your Lot

🏡 Buy an empty lot—for an extra challenge, pick a large one!
🏚 Build a small house (size doesn’t matter, but leave yourself some starting funds).

Survival Rules

⚡ Off-the-Grid Living – The power grid has failed, so you must rely on non-electric items.
🔥 You CAN have:

  • An outdoor grill

  • A fireplace

  • "Emergency lighting" such as candles.

  • Wind turbines, solar panels, or a generator. You can only start with one and increase by one each stage. 

  • Water collectors, as above. 

🧛‍♂️ Fortify Your Home
Build a full-size fence around your property to keep Vampires out. It can be as big or small as you like, but once the challenge starts, you may not leave unless the rules allow it. Consider deleting the gate for extra security.

📬 Move the mailbox inside the fence—every NPC, from mail carriers to visitors, is now a Vampire.

・・・・・

💀 Required Lot Traits

  1. Homey – Boosts gardening and handiness, both essential for self-sufficiency.

  2. Great Soil – Your Sims will need to grow their own food for survival, making this essential.

  3. On A Dark Ley Line – Adds the constant fear of potential vampire offspring, fitting the world’s atmosphere of an ongoing struggle against vampires.

Note: If using the Survive! Mod, one of these must be replaced with Survivalists Base. 

 

⚠️ Required Lot Challenges (Choose 4 + Off-the-Grid):

Since there is no maximum amount for lot challenges you may pick as many as you want. However, I think 5 is a good number for this. This doesn’t mean you can’t go with all 7 however. Go wild. 

  1. Off-the-Grid – 🔥 CRUCIAL for early survival. Most electronics and plumbing won’t work unless you generate your own power/water (which is only possible later in the challenge). Sims will struggle with hygiene and dishwashing, adding more realism.

  2. Simple Living – This makes your Sims truly self-sufficient, requiring them to grow, fish, or forage for food rather than magically having ingredients.

  3. Creepy Crawlies – Fits the apocalypse setting, as random infestations from spiders, bats, and bees create danger even inside the “safe” zone.

  4. Gremlins – Adds another layer of survival difficulty since appliances randomly break at midnight. Without power or repair services, this will force players to rely on their handiness skill.

  5. Filthy – Makes hygiene harder to maintain, which adds another level of struggle.

  6. Mold – Increases the stakes, as neglecting household cleanliness can lead to fatal consequences.

  7. Cursed – Adds unexpected supernatural dangers, increasing the challenge.

NOTE: In Stage 2 onward, you can add the Heist Havoc lot challenge if you want actual burglars to come and steal from you instead of deleting objects. This is the only time you can modify your lot traits or challenges throughout the challenge.

Create Your Founders

To begin your journey, you'll need to create a married couple who will serve as the founders of your survival story.

Survival Traits

Both founders (and any children born during the challenge) MUST have at least one of the following traits to increase their chances of survival:

✅ Recommended "Survival" Traits:

  • Active – Staying fit is key to outrunning danger.

  • Bookworm – Knowledge is power, especially in an apocalypse.

  • Genius – Quick thinking can mean the difference between life and death.

  • Family-Oriented – One of your founders (specifically the one who can get pregnant) MUST have this trait. Survival is about more than just yourself!

  • Loves Outdoors – Being comfortable outside is a huge advantage.

  • Self-Assured – Confidence helps in high-stress situations.

  • Adventurous – Taking risks can lead to big rewards.

  • Maker – Crafting skills are essential in a world with limited resources.

  • Loyal – Sticking together is the only way to survive.

  • Practice Makes Perfect – The best survivors are always improving.

  • Any Reward Trait – Special abilities gained throughout the game are an asset!

Forbidden "Non-Survival" Traits

To keep your family from making very bad decisions during a vampire apocalypse, none of them can have any of these traits:

🚫 Traits That Will Get You Killed:

  • Gloomy – A constant state of depression is not ideal when fighting for your life.

  • Clumsy – Tripping at the wrong moment could be fatal.

  • Hot-Headed – Losing your temper in a crisis? Bad idea.

  • Erratic – Unpredictable behavior = risky decisions.

  • Lazy – You can't outrun vampires from the couch.

  • Slob – Bad hygiene attracts unwanted attention.

  • Chased by Death – A death wish is not a survival strategy.

  • Paranoid – Constant fear can lead to dangerous mistakes.

  • Jealous – Personal drama has no place in an apocalypse.

Pets in the Apocalypse

🐾 Bringing Pets into the Challenge:

  • Pets are allowed—but only if they were part of your family before the apocalypse began.

  • You CANNOT adopt new pets from the outside world—they are contaminated. (Think Resident Evil–style infection.)

  • If you wish to breed pets, you must already have at least two in your household.

🛑 The Danger of the Outside World:

  • Having the Cats & Dogs expansion pack increases difficulty, as you’ll need to avoid:

    • NPCs (most of whom are Vampires)

    • Random vampiric townies

    • Wild animals/strays (possible carriers of infection!)

  • If your Sim comes into contact with any of these creatures, they must be quarantined and then you must roll on the infection table.

    • However, if the Sim has a Non-Survival trait they immediately die. 

🐶 Survival Tip:
Keeping pets is a luxury in the apocalypse, but they may provide comfort and companionship. Just be careful—one wrong move could cost your Sims their lives.

Finalizing Your Founders

Once you’ve chosen your couple and their traits, you’re all set to begin the challenge! Will your Sims survive, or will they fall to the vampire hordes? 🦇🔪

Gameplay Rules

🚷 Leaving the Safe Zone = Death

  • If a Sim leaves the secured fenced area when they are not allowed, it means they have been bitten by a Vampire and must be killed, or sent out into the world immediately.

  • You may use cheats to kill them if necessary (e.g., testingcheats on → Shift-click → Kill Sim).

  • The only times a sim may leave are as follows:

    • For work

    • To visit a co-worker

    • To scavenge for supplies once a week.

💰 No Money or Needs Cheats

  • You CANNOT use cheats to give yourself extra money or to fulfill your Sims’ needs. Survival is supposed to be tough!

  • You MAY use cheats only to:

    • Delete broken items that can no longer be used.

    • Remove battery-powered objects if you’re following that rule.

    • Kill Sims who have been bitten.

 

🦠 Illness
In a post-apocalyptic world, illness should be a concern. Since Sims can’t bathe easily or visit doctors, they should be at risk of getting sick.

  • Every Friday, roll a die:

    • 1-2: Someone in the household gets sick.

    • 3-6: No sickness.

  • If a Sim gets sick:

    • If there is no medicine, they die after 3 days.

    • If they drink Bee Tea, they have a 50% chance to survive.

    • If they reach Level 5 in Herbalism, they can cure sickness completely.

🔥 Scavenging for Supplies
Food, weapons, and medicine don’t just appear—you have to scavenge for them.

Once per week, you may send one Sim out to scavenge.

Roll a die when they return:

  • 1-2: They are attacked by vampires and must be they must be quarantined and then you must roll on the infection table.

    • However, if the Sim has a Non-Survival trait they immediately die. 

  • 3-4: They find small supplies (you may add 200 Simoleons worth of food/items to your household.)

  • 5-6: They find a major cache (you may add 500 Simoleons worth of food/items to your household).

Ways to Improve Their Chances:

  • If they have maxed Athletic (10), add +1 to the roll. (They are strong enough to fight back.)

  • If they have a guard dog, add +1 to the roll. (A trained dog keeps vampires away.)

  • Max bonus is +2. (A 1 roll still results in death.)

🛑 Lockdown
Sometimes, staying inside is the only option.

If you roll a natural 1 during any weekly event [illness, scavenging, or any of the bonus rules events, not the weekly challenge table], the military declares an emergency lockdown.

  • All Sims must stay indoors for the next 3 in-game days.

  • No one can go to work, scavenge, or visit anyone.

  • You must delete 200 Simoleons worth of supplies (representing rationing).

If Sims leave the house during lockdown, they must be killed.

🦇 Infection

If at any time your Sim has an experience with a Sim (or animal) outside the family they must be quarantined and you must roll on the following table after 2 days.

⚠️ Play Fair & Embrace the Challenge!
The goal is to survive as long as possible, so stick to the rules and see how long your Sims can last in this vampire-infested world. 🦇

 

Bonus Rules
These are purely for fun, and not required.

🦇 Vampire Attack!
Every Sunday night at midnight, roll a die (or use a random generator).

  • Even number: You survive.

  • Odd number: One random Sim in the household gets bitten and must be killed or released into the world.

  • If the household has electricity, add +1 (lights may deter some vampires).

  • If the household has a guard dog (via Cats & Dogs), add +1 to the roll. (A well-trained dog keeps vampires at bay.)

  • Max bonus is +2 (with both power & a guard dog, you’ll only die on a natural 1).

  • If you roll a natural 1 (or the lowest number possible), TWO Sims must die.

😵‍💫 Stir Crazy
Sims who spend 5+ days without social interaction must roll a die.

  • 1-2: They go insane and must be killed or kicked out.

  • 3-6: They hold it together for another week.

💀 More Consequences for Death

Right now, when Sims die, they are just removed from the household.
What if deaths had a direct impact on gameplay?

  • If a Sim dies before Stage Three, you must destroy one major household object to represent the loss of resources.

  • If a Sim dies before Stage Four, you must destroy 500 Simoleons worth of supplies (burn them in a fireplace or delete them).

  • If a Sim dies in Stage Four, you must delay the sun restoration process by one extra roll.

🌍 Captured!

The world outside your fence is deadly. If your Sim is caught outside for too long, they won't make it back.

  • If a Sim is outside the fence for more than 2 in-game hours, they must roll a die upon returning.

    • 1-3: They are captured by vampires and must be they must be quarantined and then you must roll on the infection table.

      • However, if the Sim has a Non-Survival trait they immediately die. 

    • 4-6: They barely escape and return home injured (receive a tense or uncomfortable moodlet).

  • This applies to Sims who go to work, visit romantic interests, or are forced outside due to a bug. (If a game bug forces them out, you can ignore the rule once, but not repeatedly.)

  • Ways to Reduce the Risk:

    • If they have maxed Athletic (10), add +1 to the roll. (They are strong enough to fight back.)

    • If they have Level 5+ in Vampire Lore, add +1 to the roll. (They know how to evade vampires.)

    • Max bonus is +2. (A 1-2 roll still results in death.)

🦠 The Plague

An increased, more intense version of the sickness rule introduces Quarantine and Outbreak.

Every Monday, roll a die for the household.

  • 1-2: A mysterious sickness spreads. Choose one Sim at random. They must be quarantined for 3 days.

    • If they leave quarantine, they must be killed immediately.

  • 3-6: No one gets sick. (Your household is safe for now.)

Quarantine Rules:

  • The sick Sim must stay in a single room (build a makeshift quarantine space).

  • They can only eat simple foods (grilled cheese, quick meals, etc.).

  • They cannot interact with other Sims.

Ways to Survive Sickness:

  • If a Sim has Level 5+ in Herbalism, they can cure the sickness.

  • If the house has electricity, you can buy medicine to cure them.

  • If the Sim is not cured by Day 3, roll again:

    • 1-2: They die.

    • 3-6: They survive, but become weak (lose 2 fitness skill levels).

📃 Memorial Rituals

With so many deaths, it’s easy to forget the fallen. But failing to honor them could have consequences.

Every time a Sim dies, the household must hold a funeral.

How to Hold a Funeral:

  • Sims must gather at night and mourn at the grave.

  • Sims must sacrifice 100 Simoleons worth of items (burn in a fireplace or delete them).

  • If the Sim was a vampire victim, the funeral must be held outside at night.

Failure to Hold a Funeral:

  • If your Sims don’t hold a funeral, the ghost of the dead Sim will haunt the house and kill one Sim at random in the next three days.

Weekly Challenge Table

Each Sunday at 12:00 AM in-game, your household will face a random survival event.
Some weeks will bring hope, while others will be brutal tests of endurance.

To determine what happens, follow these steps:

1️⃣ Roll a 20-sided die (D20) or use a random number generator (1-20).
2️⃣ Find your roll number on the Weekly Challenge Table.
3️⃣ Apply the event immediately and adjust your gameplay accordingly.

 

 

 

 

 

 

 

 

 

 

 

 

 

⚡🔥 Blackout Riot

Rolled a 10 on the table?

A city-wide riot causes mass chaos. Choose:

  • Power failure – If you have electricity, shut it down for 7 days.

  • Looters steal supplies – Roll a D6. Lose that many hundreds of Simoleons in items.

  • Someone vanishes – Pick one Sim. They disappear. Roll a D6 each Sunday—on a 6, they return; otherwise, they are gone forever.

🛑 Hardcore Mode (Optional)

Want extreme difficulty?

  • Roll twice each week and apply both events.

  • You could face a vampire horde and a scavenger raid in the same week.

Stage Zero: Vampire Takeover

(Begins with your founding couple)

The Beginning of the End

It started as whispers—rumours of vampires living among humans, their existence revealed through the media. At first, people were cautious, avoiding the streets after dark, wondering who could be trusted.​

Then came the attacks.​

A human killed a vampire, claiming self-defence. Law enforcement looked the other way. It happened again... and again. The vampires grew furious.​

If humanity refused to submit, they would be forced to comply.​

The world fell into chaos. People vanished, rounded up and shipped off to isolated, controlled towns. You and your partner barely escaped, running as far as you could before finding refuge in a rumoured safe house.​

Now, you’re trapped behind an electric fence in a world that has lost the sun.

The nights never end. The vampires have done something to keep daylight from returning.​

🔆 Your greenhouse has UV lights, but you have no power to spare. The fence and the grow lights are all you can afford to keep running. Everything else? Gone.​

Everyone outside is a vampire. Literally.
Your only chance of survival is to stay hidden and never let your guard down.

Rules for This Generation

✅ You MUST:
✔ Grow your own food—no outside help.
✔ Every child born must have at least one survival trait.
✔ Kill any Sim that develops a non-survival trait by the time they reach Young Adulthood.
✔ If a Sim becomes pregnant, they must have the Family-Oriented trait. If they don’t, you must flip a coin to see if they will survive childbirth due to the complications and lack of medical help. (The baby will survive.)

✅ What You CAN Do

✔ They may craft candles (from Eco Lifestyle) to provide light at night. (This avoids using electricity)
✔ They may collect rainwater (via Eco Lifestyle water collectors).
✔ They may craft furniture (handiness skill), since scavenging is impossible.

🚫 You MAY NOT:

❌ Interact with anyone outside your household (they are all Vampires).
❌ Use electricity.
❌ Use the phone—no calling for help.
❌ Use regular running water—you’ll have to get creative.
❌ They may NOT interact with ghosts (spirits from the dead have been corrupted). If they do, the ghost must be banished immediately (release spirit).
❌ They may NOT use musical instruments—sound draws attention from vampires.
❌ Leave the fenced lot—the world outside is too dangerous.
❌ Give birth at the hospital—you’re completely on your own.
❌ Move anyone out of the house—once someone joins the household, they stay.

 

 

Stage One: Military Takeover

(Begins when the last child from Generation One reaches Young Adulthood.)

The Fight for Survival Shifts

Your family endured years of isolation, growing their own food, raising children, and avoiding the vampires that prowled just beyond the fence. But now, the tides are turning.

The remnants of the military have finally arrived. They’ve set up operations in town, hunting vampires and reclaiming what’s left of civilization. With the world in chaos, they need strong, capable fighters—and your family is ready.

For the first time in years, your Sims have a chance to fight back. But the war isn’t over yet. Survival is still the top priority.

Rules for This Generation

✅ What You CAN Do:

✔ Join the Military or Law Enforcement career. Only working adults may leave the secured area—but only to go to work.
✔ May only marry coworkers (everyone else is a Vampire).
✔ May visit their romantic interest only after reaching:

  • Level 5 in their career OR

  • Maxing out their Athletic skill (10 points).
    (Until then, their partner may visit them instead.

✔ Must have at least one child with a survival trait.

  • If a child develops a non-survival trait, assume they got themselves killed by vampires.

 ✔ If no eligible coworkers are available to marry, your Sim may adopt a child. (Rescuing an orphan from a vampire attack.)

  • However, if the adopted child lacks survival traits or gains a non-survival trait, they must be killed off.

 ✔ The military provides a backup generator, water collector, and a cell phone.

  • You may use the phone, but only to contact other non-Vampire Sims.

✔ Pregnancy Rule:

  • Sims who plan to have babies must have the Family-Oriented trait.

  • If a pregnant Sim does not have this trait, you must flip a coin to see if they will survive childbirth due to the complications and lack of medical help. (The baby will survive.)

🚫 What You CANNOT Do:

❌ Interact with anyone outside of work—all strangers are still Vampires.
❌ Use contraception—supplies ran out, and there’s no one left to make more.
✔ Must ‘Try for Baby’ every time they WooHoo (or, if using MCCC/Wicked Whims, turn up the Pregnancy Chance/Enable Pregnancy for all kinds of Woohoo)

 ❌ Move anyone out of the house.
❌ Leave the fenced lot (except for work, scavenging or visiting a romantic interest once eligible).

 

Stage Two: Crime

(Begins when the last child from Generation Two reaches Young Adulthood.)

Survival at Any Cost

The military’s patience is running thin. Vampire numbers keep growing, and they’re struggling to keep up. Rumors are spreading—they’re considering wiping the town off the map with a nuclear strike.

But the military isn’t the only problem.

Scavengers and gangs have moved in, looting and terrorizing anyone who refuses to join them. If you’re not one of them, you’re a target.

Your family must adapt or lose everything. The days of heroism are over—it’s time to play dirty.

Rules for This Generation

💀 What You MUST Do:

✔ Join the Criminal career OR become extremely strong.

  • At least one household member must reach Level 5 in the Criminal career OR max out the Athletic skill (Level 10).

  • If no one meets this requirement, once per day, you must delete one valuable item. (Looters have stolen it.)
    ✔ If a Sim gets arrested, they must be killed.

  • The world is lawless. No one comes back from jail.
    ✔ May only get jobs and marry within the Criminal career.

  • (Sims already employed in another job at the beginning of this stage may keep it.)
    ✔ Must have at least one child with a survival trait AND a criminal mindset.

  • The child must develop either:

    • Kleptomaniac (learning to steal = survival)

    • Evil (morality is a liability)

  • Any child that gains a non-survival trait is assumed to have been killed by Vampires.
    ✔ May adopt a child if no criminal career spouse is available.

  • (Saving an orphan from attacking Vampires.)

  • However, if the child lacks survival traits or gains a non-survival trait, they must be killed off.
    ✔ May use the phone, but only to call other non-Vampire Sims.
    ✔ Pregnancy Rule:

  • Sims who plan to have babies must have the Family-Oriented trait.

  • If a pregnant Sim does not have this trait, you must flip a coin to see if they will survive childbirth due to the complications and lack of medical help. (The baby will survive.)

🚫 What You CANNOT Do:
❌ Join the Military or Law Enforcement careers. (They’re cracking down on criminals like you.)
❌ Move anyone out of the house. (There’s nowhere safe to go.)

Stage Three: Vaccine

(Begins when the last child from Generation Three reaches Young Adulthood. This stage continues for as many generations as needed until a vaccine is successfully created.)

The Beginning of the End?

The world is finally shifting. The military has regained control of the city. The looting and lawlessness have been reined in, and while vampires still exist, their numbers are dwindling.

Under heavy military escort, scientists and medical professionals have returned—tasked with creating a vaccine for vampirism. It is the only hope for a true future.

But progress comes at a cost.
To develop the cure, volunteers are needed—Sims willing to test experimental treatments, knowing that every attempt puts their lives at risk.

Rules for This Generation

🏥 What You MUST Do:

✔ At least one Sim must enter the Medical or Science career to help create the vaccine.

  • However, by doing so, they are also volunteering as test subjects.

  • Every Friday, roll a die (or use a random number generator) to determine their fate:

    • Even number: They survive another week.

    • Odd number: They are killed in a vampire attack at their workplace.

  • Pregnant Sims are immune to the roll (they cannot be killed until after giving birth).

  • After 3 positive survival rolls (for any single Sim), the vaccine is successfully created.

✔ Sims can now give birth at the hospital and use contraception.
✔ Sims that are not Family-Oriented may now have children.
✔ Military and Law Enforcement careers are still allowed.
✔ May use the phone to contact other non-Vampire Sims.
✔ May only marry Sims in the following careers (everyone else is still a vampire):

  • Military

  • Law Enforcement

  • Criminal

  • Medical

  • Science
    ✔ Must have at least one child with a survival trait.

  • They may have one non-survival trait, but no more than one.
    ✔ May adopt a child if no eligible spouse is available. (Saving an orphan from attacking vampires.)

  • However, if the child lacks survival traits or develops a non-survival trait, they must be killed off.

✔ Once the vaccine is created, Sims may finally walk the streets freely.

✅ OPTIONAL: What You CAN Do

✔ They may test on prisoners – Sims in the Science or Medical Career may "capture" a vampire (lock them in a basement). Every week, roll a D6:

  • 1-2: The test fails. The vampire escapes and kills a Sim.

  • 3-6: The test succeeds. Gain 500 Simoleons for funding (roleplay as government grants).
    ✔ They may use cybernetic implants – If a Sim reaches Level 8 in Robotics (Discover University), they can install cybernetic enhancements on household members (boost Fitness or Logic by +2).
    ✔ They may conduct unethical experiments – A Sim in Medical or Science can sacrifice one Sim to boost the vaccine research (counts as one positive roll toward the vaccine completion).

🚫 What You CANNOT Do:

❌ Interact with anyone outside of work. (The city is still dangerous.)
❌ Leave the fenced lot (except for work, scavenging or visiting romantic interests) until the vaccine is completed.
❌ Move anyone out of the house. (Until the world is truly safe.)

 

 

Stage Four: Sun

(Begins when the last child from the generation that successfully created the vaccine reaches Young Adulthood.)

The Final Battle for Humanity

The vaccine was a success. The military has been distributing it, forcibly injecting attacking vampires, slowly restoring the human population. People are human again.

But the world is still dying.

With the sun still hidden, crops struggle to grow, the air is growing colder, and the planet itself is slipping into permanent decay. If the sun does not return, Earth will not survive.

For the first time in years, society is functioning again. Power plants hum back to life, water treatment facilities run once more, and cities are rebuilding. But it will all be meaningless unless your Sims can bring back the sun.

To do this, they must leave Earth.

Scientists have been working on space travel and interdimensional portals, searching for a world that holds the key to reigniting the sun. But the voyage is dangerous, and not all who embark will make it back.

Your Sims must take one final risk to save everything.

Rules for This Generation

🚀 What You MUST Do:

✔ At least one Sim must enter the Science career to discover a way to another world.

  • By doing this, they are volunteering to be a test subject for the first space or portal voyages.

  • Every Friday, roll a die (or use a random number generator) to determine their fate:

    • Even number: They survive another mission.

    • Odd number: They are killed in an accident while traveling.
      ✔ Once your Sim successfully reaches another world, they must:

  • Befriend THREE aliens to gain the technology needed to restore the sun.
    ✔ Your household no longer needs to be Off the Grid, and may now use:

  • Electricity

  • Running water without Water Collectors

  • Phones to communicate freely
    ✔ Sims may give birth at the hospital and use contraception.
    ✔ Sims do not need to be Family-Oriented to have children.

You must decide Earth’s future. – After completing the mission, choose:

  • Destroy the vampires forever – Kill all remaining vampires in the world.

  • Coexist – Allow cured vampires to live peacefully, but half the population remains affected.

✅ What You CAN Do

✔ They may move to Sixam (if using cheats to make Sixam a livable world).
✔ They may use robotics (from Discover University) to create high-tech defenses.

🚫 What You CANNOT Do:

❌ Move anyone out of the house. (Until the sun is restored, your family stays together.)

Recommended Mods
Survival Treats
Preparing
Create Your Founders
Anchor 4
Roll
Result
1-3
Turned into a Vampire: The infection has spread and this Sim has become a fully fledged vampire. They must be killed, or released into the wild if you prefer.
4-6
Enthralled: This sim was turned into a thrall, a servant of a Vampire who requires their influence to remain affected. Keep the sim in quarantine for the next week until everything has run its course and the sim is safe to be around again.
7-8
Safe: The sim shows no signs of influence or infection and are free to join the others once more.
Roll
Event Name
What Happens?
1
Vampire Horde Attack 🦇
Roll a D3. That many Sims are bitten and must be quarantined and rolled for on the infection table.
2
The Great Famine 🍽
Delete all perishable food in the household’s inventories. Sims must survive only on foraged food for 3 days.
3
Plague Outbreak ☣
Choose 1 Sim at random. They must be quarantined for 3 days. If they leave quarantine, they must be killed.
4
Scavenger's Jackpot 💰
Your Scavenger finds a stockpile of supplies! Gain 500 Simoleons worth of food/supplies.
5
Generator Failure ⚡
If your house has electricity, it shuts down for 3 days. If not, nothing happens.
6
Blood Moon Rises 🌕
Vampires are more aggressive! Add -1 to all vampire defense rolls for this week.
7
Buried Supplies 📦
A hidden bunker is discovered! Gain 200 Simoleons worth of supplies.
8
Military Patrol 🏛
Soldiers check in. If no one is in the Military career, pay 300 Simoleons as a “bribe” or lose 1 Sim (arrested).
9
Fire Breaks Out 🔥
Choose 1 room. All objects inside must be deleted (destroyed in the fire).
10
Blackout Riot ⚡🔥
A city-wide riot causes mass chaos. Choose from Blackout list below.
11
Hopeful News 📻
The world feels a little safer. Sims gain a temporary morale boost. You may revive ONE dead Sim. (Only once per household. If rolled again, reroll.)
12
Creeping Madness 🌀
A random Sim becomes unstable. They must be locked inside a room for 3 days. If they leave early, they must die.
13
Toxic Rainstorm 🌧
Sims cannot go outside for 3 days. If they do, they must be killed.
14
Raiders Steal Supplies 💀
Delete 300 Simoleons worth of supplies.
15
Water Contamination 🚱
If you have running water, turn it off for 3 days. Sims can only drink from collected rainwater or wells.
16
Mutant Creatures Attack 🕷
Swarms of bats, spiders, or wild animals force Sims inside for 24 hours. If a Sim is outside when this happens, they must die.
17
A Desperate Survivor Arrives 🚷
A stranger wants to join your household. You must accept them, but they have a random trait (which may be bad).
18
Medical Breakthrough 🧪
Scientists develop a cure for a disease! If any Sim is sick or quarantined, they are immediately healed.
19
Fortifications Improve 🔨
The household gains stronger defenses. Add +1 to all future vampire attack rolls.
20
Miraculous Safety ✨
Nothing bad happens this week! Your Sims get a brief moment of peace.
Bonus Rules
Weekly Challenge Table
Stage Zero
Stage One
Stage Two
Stage Three
Stage Four

Disclaimer:
I am not responsible for glitches, hauntings, missing swatches, or inexplicable in-game phenomena. Use at your own risk. Offerings left will be added to the quota needed to raise the great old ones.

 

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