(I recommend reading the PDF instead of the webpage, since I was able to format the PDF to make it easier to read.)
Build a Royal Kingdom Challenge
Keika's Modified Ruleset
Based on the ruleset found here.
Build a Royal Kingdom Challenge
Keika's Modified Ruleset
Based on the ruleset found here.
The goal of this challenge is to create a city with a population of at least 50,000. This particular ruleset was devised with role-playing in mind. As such, if the plot decrees that special exceptions be made to the more flexible rules, such as gender and marriage class parameters, those exceptions may be made.
1. Create an entirely new neighborhood.
2. Do not add a university, downtown, shopping district, or any community lots.
3. You may add vacation destinations.
4. Make a founder. The founder will become the king or queen.
5. The gender of the founder will determine whether the kingdom is a patriarchy or matriarchy. These rules are written as a patriarchy for simplicity; in the case of a matriarchy, switch all mention of gender.
1. Cheats may not be used, except for fixing glitches and building.
2. As the neighborhood expands, you must play every household for the same amount of time.
3. All sims must be played. No sims may just sit in the sim bin.
4. At the beginning, all careers are locked. The founder may not take a job.
5. Sims may not have fire detectors or burglar alarms until the first position in Law Enforcement is unlocked.
6. Sims may not call for any services except for the nanny and adoption. Service calls are unlocked when the population reaches 500. Pizza and Chinese Food delivery are unlocked with a population of 3,000.
7. Servos are not allowed.
8. Earned CAS sims may be saved up and added as families, rather than being moved into the neighborhood as soon as they are earned.
9. Specialty classes need not be added as soon as they are earned.
10. All CAS sims (except for the royal founder) begin as peasants and must work their way up through society if they wish to advance.
11. If a townie is moved in that has a job in a career that is still locked and does not have any positions open, they (or another sim in the same career) must quit.
12. Teen and elder jobs count as a position filled in any given career.
13. Each family living in an apartment counts as a separate household when calculating how many city-owned community lots you can build.
14. Each apartment building only counts as one lot towards the Architecture career.
15. Sims may not actively ask the landlord to do repairs or any other chore until service calls are unlocked at a population of 500.
[The Sim Multiplier]
The Sim Multiplier
1. At the start of the challenge, the SM is 1.
2. Population is totaled by multiplying the literal population of sims with the SM.
3. Points for your SM are added as follows:
A. +1 for your first community lot
B. +1 when you reach a total of 5 community lots
C. +1 for every additional 5 community lots
D. +5 for adding a downtown
E. +5 for each business district
F. +5 for each university
1. Community Lots
Each community lot earns one CAS sim. There are two ways to unlock a community lot.
A: Place any community lot, have a sim purchase it, and start a business on it.
B: Every four sim households earns one community lot. This lot does not need to be owned by a playable sim, but it may be if desired.
Adding a downtown earns you twenty CAS sims. It is earned by reaching 25,000 population. You may only earn a single downtown.
3. Business Districts
Each business district earns five CAS sims. Business districts are unlocked by having five player owned community lot businesses of any rank, and having the business career unlocked.
You may earn multiple business districts. To do so, you will need five additional businesses on community lots and another business tycoon.
Adding a university earns you five CAS sims (students, perhaps). There are three methods to attain a university:
1) Take a weekly tax from each household. Once you have collected $1,000,000 in taxes, you may add a public university.
2) Have a wealthy sim donate $1,000,000 to build either a public or private university.
3) Reach a population of 50,000, and the kingdom will build a public university for free.
[Colonies, Towns, and Cities]
Colonies, Towns, and Cities
Colonies, towns, and cities are alternative uses for business districts and other subneighborhoods. Because the challenge is to build a kingdom, business districts open the possibility of building multiple cities which all fly the same flag. These cities, however, all count towards the same sim multiplier and population numbers as the main neighborhood and pay the same taxes, and should not be considered separate "build a city" challenges.
The first neighborhood created, the one which subneighborhoods are added to, is considered the central city of the kingdom. It is likely here that the king resides. Business districts may then be considered extensions of this neighborhood or as entirely new cities altogether.
A town is a business district separated from the main city. Each town opens an extra position for one noble and two merchants on top of the normal class cap. However, these families must permanently live in the town.
A "town" becomes a "city" at the player's discretion. Ideally, a subneighborhood designated as a city would have multiple households living there, and perhaps even have a university attached to it or a business district assigned as an extension of it instead of the main neighborhood. Doing so allows one more each of noble and merchant families to live there on top of the normal class cap, making two noble families and three merchant families for each city.
A colony is much like a city, except it is considered its own dependent state. I picture colonies as islands, or as neighborhoods that are obviously very different in geography and climate from the main neighborhood. It may have a full complement of nobles and merchants on top of the normal class cap, but like for towns and cities, those households must actually live in the colony. In addition, one of those noble households is designated as the ruler or governor of the colony; they are not royal, and are subject to the king, but otherwise take care of all the needs of the colony.
If file size is a concern, I would suggest building towns, cities, and colonies as entirely separate neighborhoods, not as business districts appended to the main BaRKC neighborhood. You must still earn and use them as business districts, but instead of adding a literal one to the kingdom, you may create and play it as a separate neighborhood. They would still count to the main neighborhood's BaRKC challenge, including its sim multiplier, population, and taxes, but the sims and files would be separated.
All taxes come to the king in the end. However, they first go through the liege lords.
Each noble family is in charge of a certain number of specific merchant and peasant households; the reigning heir, or "liege lord," of the noble family will collect taxes from those households. New sims are assigned to liege lords when they enter the kingdom as peasants. Usually, subordinate households of the same family will stay assigned to the liege lord their parents are, but if certain families become large and some nobles have far more households than others, the king may redistribute households as he wishes.
One day a week is designated as Tax Day, during which the household calculates their taxes and sends it on to the proper authority. Below are the tax rates for each class.
a. 5% of home net worth
b. 7% of each owned community lot's literal worth
a. 3% of home net worth
b. 5% of each owned community lot's literal worth
a. 2% of home net worth
b. 3% of each owned community lot's literal worth
c. Taxes are calculated before receiving taxes from their peasants and merchants.
d. Subordinate households of noble families send their taxes directly to the crown, without going through the family liege lord.
a. Do not pay taxes, but may optionally donate as much as they please.
The taxes of peasants and merchants come to their liege lord. The liege lords retain 20% of the taxes for themselves as profit from their lands, then pass the remaining 80% to the crown.
The crown may choose to put all the kingdom's tax money away towards a university, or keep an arbitrary percentage to contribute to the royal treasury (i.e., the liquid cash of the royal household).
Specific tax rates may be adjusted per the situation of the kingdom and the generosity of the king. The numbers shown here are default suggestions.
A household may defer their taxes for up to two rounds. On the third round, all the taxes they have deferred come due. If the household cannot pay the combined total and has nothing it can sell to be able to pay them, the current heir is punished by their liege lord, or if noble, the king himself. A variety of punishments are available depending on the situation of the kingdom, including: being sent to debtor's prison, being drafted into the army, becoming a servant, or in particularly brutal kingdoms, execution.
Adventure: A position is opened when a community lot is placed to represent a museum. This lot must be worth at least $200,000. When a playable sim reaches the top of the career, it is then unlocked for everyone.
Architecture: A position is opened for every ten lots, residential or community, and each neighborhood addition (university, downtown, business district). The residential lots must be occupied. Community lots must be complete and functional (no blank lots), and can be player owned. Apartments count as only one lot.
Artist: A position is opened for every art gallery business that reaches rank five. It is always open to sims with maxed creativity who have sold at least ten masterpieces.
Athletic: Unlocked as soon as a sports-themed community lot is placed. The lot may look however you wish, and play any sport you wish (e.g., soccer, kicky ball, bowling, darts, etc.). However, the lot must be on a 5x5 (or larger) lot, contain an area for competitive games, and be worth $100,000.
Business: A new position opens every time a player-owned business reaches level 10. When a playable sim reaches the top, it is then unlocked to everyone.
Criminal: A position opens when the population of the town reaches 100. Every time a sim reaches the top, a new position is opened.
Culinary: A new position opens for each player-owned restaurant business that reaches level five. When a playable sim reaches the top, it is then unlocked to everyone.
Dance: A position is opened whenever a sim-owned dance studio or club opens and reaches rank five. When a playable sim reaches the top, it is unlocked to everyone.
Education: A position opens when the population reaches 250. The career gains an additional opening for every 250 population. This career is always open to any sim with a degree.
Entertainment: A position is opened for a specific sim if they transition to adulthood with maxed charisma.
Gamer: Open to sims with the LTW for it, who also own three kinds of games, such as a dartboard.
Intelligence: A position is opened each time a sim reaches the top of the Military, Criminal, or Science careers.
Journalism: The first position is opened when the population reaches 1,000. An additional position is opened for every 1,000 thereafter. Every time someone reaches the top of Law Enforcement, Criminal, or Show Business, an additional position is opened, but only after the first 1,000 population is reached.
Law: Open to any sim with a degree.
Law Enforcement: A position is unlocked when one of the following events occurs:
A) Every three burglaries.
B) The population reaches 500, and every 500 population thereafter.
C) There have been three fires. Fires caused by lightning, cafeteria workers, employees or customers, or witch spells do not count.
D) Each Criminal Mastermind.
Medical: The first position is unlocked when the population reaches 1,000. Another position is opened at 5,000 and an additional position is opened every 5,000 after that. The career is unlocked when the town acquires a university.
Military: Unlocked when a lot is placed that represents a military base. It takes the place of a city-owned community lot, but it does not contribute to the total number of community lots present and can never be purchased by a playable sim. If it is placed as a residential or apartment lot, it must still take the place of a city-owned community lot.
Music: Unlocked when a music venue community lot is placed. To be considered a music venue, there must be a stage and at least three musical instruments. The lot can serve other purposes than just music, but must only count towards the Music career.
Natural Science: A position is opened for every nursery, flower, or landscaping business that reaches rank five. It is always open to sims with gold gardening badges.
Oceanography: Open to any sim with a gold fishing badge. The career is unlocked when a sim tops the Natural Science career.
Paranormal: The first position is opened when a cemetery is added, and there are at least five graves in the neighborhood. After the first position is opened, another is opened for every ten additional graves. The graves do not have to be sent to the cemetery and pet graves do not count. It is always open to the wizard family.
Politics: Unlocked when the town reaches a population of 1,000. There cannot be more than one playable sim as Mayor at the same time.
Science: A position is opened for a specific sim if they transition into adulthood with maxed logic. A position is also opened for every three electrocutions by electronics or lightning. When a playable sim graduates from university, the career is unlocked for everyone.
Show Business: A position is opened for each Prestidigitator and Professional Party Guest.
Slacker: A position is opened every time a community lot is created for the sole purpose of being a “club” of any description. It is unlocked for everyone when a downtown is added.
Show Biz: Only “talented” pets that have learned all tricks may enter this career (excluding toilet training for cats).
Service: Career opened once phone service options are unlocked when the population reaches 500.
Security: Career opened for all pets when there are at least five sims in Law Enforcement. Open to any pets of Law Enforcement personnel.
1. The first-born son of the current king and queen will become heir to the throne.
2. The crown prince must be the legitimate son of both the king and the queen.
3. Royalty may take any career within their gender parameters. While the king or crown prince may likewise take any career within their field of interest, they are highly encouraged to enter Politics, Military, or Law.
4. All royal children must attend private school.
5. If there is a university added to the neighborhood, the crown prince must attend and graduate. Spare princes and princesses must also attend, but need not graduate.
6. The heir to the throne may only marry a sim from the royal or noble classes. They may marry as close a relation as the game allows.
7. Royalty are only allowed venue businesses. They are encouraged to "hold court," with their subjects "donating" money to the good of the kingdom.
8. Royals may use a crafting table as a hobby, but it would be below them to sell what they make.
9. Pets may not work.
10. The king acts as ultimate judge if there is a dispute among nobility, or if a liege lord cannot solve a dispute among his peasants and merchants.
1. The first-born son is the family heir.
2. Heirs may marry royalty, nobility, and wealthy merchants.
3. Nobility may take any career within their gender parameters.
4. Noble children must attend private school and are encouraged to attend university.
5. Nobles may own retail or venue businesses. The hiring of managers is highly encouraged.
6. Liege lords act as judges for disputes among their merchants and peasants; if the dispute cannot be solved by the liege lord, it is brought before the king.
7. Liege lords (see: Taxes) collect taxes from their merchants and peasants, take a cut, and send the remainder to the king each tax period.
1. Although the eldest son traditionally becomes the heir, if the eldest becomes enemies with his father, any of the sons may inherit their father’s house and fortune.
2. Merchants may take careers in Athletic, Military, Adventure, Education, Journalism, Music, Artist, Architecture, Intelligence, Business, Criminal, Culinary, Dance, Medical, and Entertainment.
3. Merchants are considered "wealthy" if they both:
A) have at least $50,000 liquid cash, and
B) are one of the top two merchant families with the most net worth.
4. Children can only attend private school if the family is considered "wealthy." Wealthy merchant children may attend university if a reasonable donation is made to either the kingdom or the private owner of the university.
5. Merchants may have a home business and/or community lot businesses.
6. Merchants are allowed retail, service, and venue businesses.
7. Merchants may not hire employees of royal or noble status.
1. Although the eldest son traditionally becomes the heir, any of the sons may inherit their father’s house and fortune.
2. Children are not permitted to attend university or private school, unless they enlist in the army or receive the education as a ward to a noble or royal family.
3. Peasants may take careers in Athletic, Military, Adventure, Education, Music, Intelligence, Criminal, Culinary, Dance, and Entertainment.
4. Peasants are only permitted to hire the nanny and matchmaker from the service menu (when unlocked).
5. May own a single business; may be in retail or service, and may be either community lot or home-based.
6. Peasants may only sell items they make themselves.
7. Only family members may work in businesses.
All sims (except the founder) begin as peasants. In order to climb in rank, the following conditions must be met:
PeasantMerchant: Either A) the peasant household must own a rank 10 business, or B) the peasant household must buy out all of an existing merchant family’s holdings. Option B is the only way for peasants to become merchants if there are no more positions for merchants in the kingdom.
MerchantNoble: Either A) the merchant household must own five level ten businesses, or B) the merchant household must overtake the poorest noble house by 33% of their net worth and buy out all but one of the house’s holdings. Option B is the only way for merchants to become nobles if there are no more positions for nobles in the kingdom.
NobleRoyal: The current ruling family must have no living sons to take over the throne, and the noble family in question must marry their son to the royal family’s daughter. If the royal family completely dies out, the richest noble family (including the worth of both home and businesses) takes over the throne by default, but other noble houses may contest.
There is a cap on how many families (by surname, not by household) may be considered of a certain class.
Families may fall in class if they are on the receiving end of any Options B. In these cases, the usurping family essentially takes the place of the victim family in their class.
Plot is given free license to reassign classes.
If a family is demoted in class, they must resolve any conflicts in the rules of their new class by the end of the round. Conflicts may include holding the wrong career, owning the wrong business, etc.
When marriage occurs between classes, the woman will always move to her husband's class ranking, unless a woman becomes heir. If this is the case, her husband will move to her class ranking as appropriate.
If no sims are available for a sim to marry, either due to sparse pickings or everyone being related to each other, you have two choices. Either A) use SimPE to sever family ties and allow incest, or if that bothers you, B) bring in a townie and proclaim them to be a "foreign dignitary" of the sim's same rank. Otherwise, all townies are considered peasants.
Subordinate households are those which branch off from the main household of the family. For example, a family which has two children will have one which remains in the household as the family heir, and the other will move out and start a subordinate household. The rules involving which class those households become are different depending on which class the main branch is.
Royal subordinate households remain royal, regardless of if the main household (the one containing the king) is usurped.
Noble subordinate households depend on the main branch of the family (the household containing the liege lord) for their rank. As long as the main household is noble, they are also noble. If the main household becomes royalty, they too become royalty. If the main household become merchants, they too become merchants, and are subject to the subordinate merchant household rules.
Merchant subordinate households will become peasant households if they do not come into possession of at least one level five or higher business within their first two rounds of branching off. If this is not accomplished, they are no longer considered a merchant subordinate household, and instead become their own peasant house. This means that to become merchants again, they must raise a business to level ten, and there must be a position open for them as merchants.
There are no peasant subordinate households. Each peasant who moves out becomes his or her own house. If a peasant household becomes merchant class, the rest of their extended family is not affected.
[Careers By Gender]
Careers By Gender
Natural Science (D)
Show Business (D)
Setting gender limits is entirely optional.
Before a university is added, degree-exclusive careers (D) may be entered, in a sort of "this is important and we'll do what we can" mindset. After the first graduate returns, the standard of quality is raised and only sims with degrees may enter these careers.
No one may enter the Law career until a university is added.
Note: I assigned the gender roles to careers with my particular kingdom in mind. You may feel the need to reassign or ignore them for your purposes.
Patronage usually occurs when a fledgling child chooses to leave the church after becoming a teenager or adult, but may occur in a variety of situations which leaves a deserving sim of any age without the means to support themselves.
In these cases, a wealthy merchant family, any noble family, and occasionally even the royal family may choose to take the sim in. These sims will be treated as the family's ward, potentially growing to essentially be their adopted son or daughter.
Adult recipients of patronage will usually only stay with their patrons for a short time, if they do at all. Their patrons will gift them with money and occasionally a home to live in; generally things to ease their lives rather than catapulting to the bottom of the social totem pole. These adults will typically become peasants, but with a head start, and may fill duties their patrons need taken care of. For example, employees at a business, or a preacher for a small congregation under the patron's care.
Sims who live with their patrons from their childhood (at any stage) may come to a point where their patrons regard them as family, and may formally adopt them. In these cases, they shed the title of "ward" and officially become a member of their new family's class. If this does not occur, and the ward is not married into a family of rank appropriate to their patron's class, the sim becomes a peasant (albeit a peasant with a head start, and perhaps even a college degree).
Servants are peasants, and occasionally poor merchant spares, who move in with royal, noble, or wealthy merchant families. Their duties are to cook and clean for the family, along with other duties at their employer's discretion. Those duties may include but are not limited to childcare, gardening, and repair work.
Servants frequently move in with their employers as teenagers or adults, and stay with the families until their deaths or until they become too old to work. Occasionally, their employers will gift them with a cottage to live out the remainder of their days in.
The subject of servants marrying and having children is up to the employer's discretion, but common practice is that servants who marry and want to live with their spouse will be discharged from their service. Female servants who have children, especially illegitimate children, will likely see the same treatment. Generally, the logic is that employers prefer to keep their home to themselves, and discourage their servants from introducing other sims to the household.
Specialty families are households with unique sets of rules, meant to carry out particular duties or roles in the kingdom. These specialty families, like CAS sims, do not need to be added as soon as they are earned. They may begin as existing sims in the neighborhood, or they may be CAS sims (earned through normal means).
Specialty families exist both within and without the class system. With the exception of gypsies, there can only be a single household of specialty sims at once; if the family has extra children or apprentices, they become a normal class upon moving out of the household. Usually that class is peasant, but adjustments may be made within logical reason as long as the class cap is not exceeded.
The sky is the limit on which specialty sims to create and include. The following are suggestions.
1. Jesters are unlocked when the town has both a general and a high priest, there is at least one performance-based career unlocked, and the population is at least 5,000.
2. May come from any walk of life; the original jester is appointed by the royal family.
3. Ousted jesters and the spare children of jesters become peasants.
4. The child of the current jester with the most playful points becomes the new court jester.
5. If the court jester has no family, they may take an apprentice, or the court may appoint a new jester after the current one's death.
6. The royal family may appoint a new jester at any time if their current one displeases them.
7. Must get a job in a performance-based career (Entertainment, Dance, Show Business, etc.).
8. May get a degree, if the court jester is looking to be a more intellectually cutting sort of entertainment.
9. Jester children may not attend private school.
10. May live in any housing they and the crown see fit.
11. Jesters pay peasant taxes.
12. Jesters must make an appearance each time court is held at the royal castle. They are also encouraged to make random appearances at the castle and at noble houses to mock and entertain.
13. It is not illegal to murder a court jester, although if they are particularly close to the king, he may still take offense.
1. Gypsies are unlocked when the population reaches 10,000.
2. Original gypsies may come from peasant or merchant heritage. "Apprentices" and defectors may come from any class.
3. Spare or ousted gypsies become peasants. Ousted gypsies which were originally volunteers of a higher class may persuade their families to allow them back into their original class.
4. Gypsies may be children of current gypsies or kidnapped babies from any other class.
5. Non-gypsy sims may forsake society and join a gypsy camp if desired. To do so, they must pass through the gypsy king.
6. Gypsies may take careers in Athletic, Adventure, Science, Music, Artist, Natural Science, Paranormal, Intelligence, Medical, Criminal, Culinary, Slacker, Show Business, Dance, and Entertainment.
a. Gypsies may take a career in any field regardless of gender.
b. Gypsies may take a career in any field regardless of whether they hold a degree for it. Essentially, they are drawing on folklore and natural magic to do what they do.
7. Gypsies may not attend college or private school, but adults with degrees are still allowed to join the gypsies. Young adults who decide to join the gypsies are allowed to graduate before moving to the camps.
8. Gypsies completely ignore traditional male/female gender roles.
9. Gypsies live in camps on the outskirts of the kingdom. I recommend lots of outdoor space to live and mingle in, and small, brightly-colored trailers for indoor space.
a. If desired, gypsy camps may be played as one enormous lot, or may be built and played as an apartment complex.
b. Alternatively (or in conjunction), gypsies may acquire their own land in the form of a business district, opening up the possibility of infinite gypsy sims instead of limiting the numbers down to the two camps allowed in the main kingdom.
10. There is a maximum of two gypsy camps allowed. The two camps may be different clans if desired.
11. Gypsies do not recognize the kingdom's authority, and therefore do not pay taxes.
12. Gypsies are extremely protective of their own. Once a gypsy, always a gypsy, even if you leave the camps to join regular society. The exception to this is if the clan banishes the sim, in which case they are forever dead to the clan.
13. Gypsy kings may be either gender, and are generally the oldest member of the clan. Alternatively, gypsy kings may be democratically voted for by the other members of their clan. This is especially pertinent if the oldest member of the clan has only been with the gypsies for a short time.
14. Different gypsy clans never live near each other and do not always get along.
15. Gypsies are especially prone to witchery, and sometimes lycanthropy and plantsimism.
a. Please note that if a gypsy witch takes an alignment, the wizard rules of infertility do apply.
1. Matchmakers are unlocked when the first two marriageable children of the third generation peasantry reach teenhood.
2. The original matchmaker comes from a peasant background.
3. Spare and ousted matchmakers become peasants.
4. The eldest child of the matchmaker who is able to write becomes heir.
5. Matchmaker heirs may take a job in any career available to peasants, with the addition of Politics. However, once they take over as the matchmaker, they must quit their job.
6. The matchmaker cannot hold a job; matchmaking IS their job.
7. Matchmakers may not attend college or private school.
8. Matchmakers live in slightly upper-end, but otherwise normal peasant housing. Their house must have at least one room dedicated to matchmaking; an office with their papers, perhaps, or a parlor for couples to meet or for the matchmaker to speak with parents.
9. Matchmakers get a tax break for their work for the kingdom, and pay merchant taxes instead of peasant taxes.
10. Matchmakers work primarily with the peasant and merchant base to arrange marriages. However, if they gain the respect of the aristocracy, they may begin to arrange marriages for the nobility, as well.
11. Matchmakers are also the census-takers, keeping track of all the children born in the kingdom. As such, they become valuable resources for the king.
12. When matchmakers successfully arrange a marriage that goes through and produces an heir, they receive a $1000 commission from the family. Doing the same for a noble family nets them a $2000 commission, while managing to arrange a royal marriage results in a $3000 commission. A royal engagement involving the crown prince or king results in a $5000 commission.
1. Priests are unlocked when the population reaches 500.
2. The original priest is always noble or royal. Further volunteers and fledgling children may be from any class.
3. Ousted priests revert to the class they were before they volunteered. Fledgling children who willingly decide not to become priests become peasants, unless they find a patron or manage to marry into a higher class before leaving the church to rejoin society.
4. Priests may not have families.
5. Sims may join the church as acolytes at any age. They may then be promoted to priest at the player's discretion at any time, though usually this should occur after their transition to adulthood.
6. Children who join the church, either willingly or at their parents' discretion, become acolytes and are raised by the priests. Once they transition to adulthood, they may choose whether to stay on or leave to rejoin society.
7. Fledgling children are infants, toddlers, and children who are either orphaned or are left on the church's doorstep by parents who willingly choose to give up their child. Fledgling children may choose to leave or join the church after transitioning to their teenage years, and then again at adulthood. If they choose to join the church at either of those two stages, they must begin their career as acolytes.
8. Priests may take careers in fields which fit the theme of your desired religion. I recommend Science, Music, and Medical. The high priest may take a career in Politics.
a. Alternatively, your priests may take a vow of poverty and live off the land and donations.
9. Priests may obtain a degree, but may not attend private school.
a. If desired, kingdom taxes may be used to fund a private priesthood university specifically for these children.
10. Priests live on a lot that is their place of worship. That place may be dormitory-style lodgings next-door to their temple; a literal temple where they live in the same place they preach; a smaller church; a fenced compound; a refuge in nature; really, the sky is the limit. The priest lodgings should be convenient for their priestly activities.
11. Priests do not pay taxes. If they run short on money, they may be granted boons from the royal treasury, kingdom taxes, or the account of a sympathetic noble.
12. High priests are the leaders of the religion, and are chosen at the player's discretion to fit the methods of the religion and the kingdom. Examples of potential methods include: being chosen by their god, democratic vote, and appointment by the king.
13. High priests are expected to put in appearances at court as a king's advisor.
1. Soldiers are unlocked when the military base is built.
2. Soldiers may enlist or be rafted from any class. Officers are always noble or royal.
a. Unless in a time of war, officers are needed for the base, or any other state of emergency, nobles and royals are never drafted.
3. Heirs may not be soldiers, but may be officers.
4. Soldiers must be adults when they enlist or are drafted.
a. Teenagers may enlist or be drafted if the kingdom is desperate for soldiers.
5. Discharged soldiers revert to the class they came from.
6. Once the military base is built, there must always be at least one officer and two soldiers stationed there.
7. Enlisted soldiers may remain at the base as long as they desire, with a minimum of two rounds. Drafted soldiers must stay for two rounds, and then they are discharged.
8. If soldiers age up to elders before their two rounds is up, they may serve out the remainder of their time as a soldier if they have maxed body skill. If they do not, they serve the remainder of their time as a cook, an orderly, or any other service role.
9. Officers may remain if they so choose when they become elders, but they may also be retired and replaced by a new officer if there is one available.
10. Only men may become soldiers. However, if your kingdom is a matriarchy and you still want only male soldiers, women may still become officers.
11. Soldiers must take careers in Military, and may have to quit their previous career to do it. Officers may also take careers in Politics.
a. If there is no plot-related reason for soldiers to be bringing in "spoils of war," no soldiers may take any career.
12. Soldiers may not attend college while on duty. However, peasants may attend university if they enlist after graduation and serve for at least two rounds.
13. Active soldiers must live on the military base.
a. The military base may be built as one large lot, or as an apartment building with barracks or tents.
b. If the military base is a community lot, active soldiers must live as nearby as possible.
14. The money which each soldier earns in their Military career is considered profit for the kingdom as spoils of war. At tax period, 10% remains with the military base for upkeep. The remaining 90% is paid as taxes directly to the crown.
a. If the military base is split into apartments, the same holds true for each individual household instead of the entire base.
15. If soldiers and officers are not allowed to hold jobs, the tax on the spoils is completely removed, and instead the military base is given a boon of $1000 each round from the kingdom taxes for upkeep.
a. If the base is built as apartments, each household is given $300 instead.
b. These numbers may be increased in a prosperous kingdom, but may not be decreased.
16. Each soldier stationed at the military base is paid $500 from the incoming kingdom taxes each round; each officer is paid $1000. These numbers may be increased in a prosperous kingdom, but may not be decreased. This money is not added directly to the military base; rather, it is given to the soldier's home household or their personal bank account (via Monique's Computer) as their pay.
a. If the soldier has no household to send money home to and bank accounts are not used, their pay is kept track of and given to them all at once when they are discharged.
17. If the kingdom fails to provide the funds to pay their soldiers, extra soldiers are discharged until they can. If the kingdom manages to fail to be able to pay even one soldier to stay, the kingdom's army has been dismantled.
a. The king may use his own royal treasury to pay soldiers in a pinch.
18. Officers may be promoted from the ranks of soldiers at the player's discretion, taking into account their relations with the king and the other officers. Unless under very special circumstances, only nobles and royals may be promoted to officer.
a. Alternatively, noble or royal sims may be promoted directly to officer without becoming a soldier first if they are best friends with the king.
19. If knights are unlocked, officers are ideally knights. However, knights who were originally peasants and merchants may still not be officers.
20. Among the officers is a general, who is in charge of the army (under the direction of the king). If there is only one officer, they are automatically considered the general. The general is expected to make appearances at the royal court as a king's advisor.
21. The appointment of the general is at the player's discretion, remembering their relationship with the king. Bloodline is especially important for the general.
22. Soldiers and officers should wear some kind of uniform.
23. When the kingdom has an event occurring that causes the soldiers to take up their Military or Politics careers, each soldier has a default 10% chance of dying each round. That chance of death may fluctuate based on the conditions, but must never dip below 5%.
a. The same is true of officers, except their chance of death is always lower than soldiers. Their default chance of death is 5%, and may be 0% in circumstances where they may not be involved.
1. Wizards are unlocked when the first position in Paranormal opens.
2. The original wizard may come from any walk of life.
3. Spare or ousted wizards become peasants, but with upper-class connections.
4. If the wizard manages to have children, the eldest child will become the next wizard (unless they are firmly non-magical).
5. If the wizard has no children, he or she takes a willing apprentice from any class who displays a whiff of magic.
6. Wizards of either gender may take careers in Adventure, Politics, Science, Education, Law, Natural Science, Paranormal, Intelligence, Oceanography, Medical, Business, Criminal, Culinary, Show Business, or Entertainment.
7. Wizard children must attend college and private school. Due to the rarity of wizard children, they are considered too precious to deny education (or careers) to on the grounds of financial situation or gender.
8. Wizards live in a suitably magical residence in any location around the kingdom.
9. Wizards pay peasant taxes. However, if they fail to have the funds to pay taxes, they are not punished, and may in fact be granted a boon to get them through their hard times. Wizards are too useful to the kingdom to waste on debtor's prison, but that doesn't mean they're exempt from paying their taxes!
10. Due to some bizarre twist of delving deeply into magic, wizards with alignments (defined as anything except vanilla neutral) have a harder time getting pregnant. If Risky is installed, wizards may never "try for baby" when attempting to have children, and can only woohoo once per day. If Risky is not installed, give yourself a 10% chance for using "try for baby" over "woohoo" each time the wizard attempts to get pregnant. Again, the wizard may only woohoo once per day; if the "try for baby" fails, that's it for the day.
11. The current wizard is expected to make regular court appearances as a king's advisor.
12. Wizard heirs must take on the witch life state. When they take over as reigning heir, they must also take on an alignment; there are no fence sitters in the service of the king!
13. Wizards offer their magical services to the king, and may open a retail business selling magical reagents and objects.
1. Rogues are unlocked when the first three positions of Criminal open up.
2. The original rogue may came from any walk of life.
3. Ousted rogues, if they are not caught and executed, revert to their original class.
4. Rogues take apprentices (not always their children) to train in their special skill set. If a sim wishes to volunteer to become a rogue, they must find an existing rogue willing to take them on.
5. Rogues may take on multiple apprentices throughout their careers.
6. Rogue apprentices may be any age from child and above.
7. Rogue apprenticeship lasts two rounds. For this reason, when rogues are actively searching for an apprentice, they tend to favor the young.
8. Rogues may take careers in Criminal, Intelligence, or any other field you feel is conducive to your particular rogue's field of expertise. For example, a rogue dancer who has the crowd pickpocketed during her shows might take the Dance career instead of Criminal.
9. Rogues may attend college or private school if their original class permits them to do so.
10. Rogues do not live together in an enclave; rather, they continue to pretend to be who they were before they apprenticed to their master. They remain living and having families as if they were their original class.
11. Rogues may choose whether or not to abide by the kingdom's laws by paying taxes. They run a 10% chance of being identified as a rogue each tax period in which they do not pay.
12. Rogues have a given repertoire of skills unique to them. Decide on what each rogue's portfolio is based on their background, skills, and who their master was.
13. Rogues are the pickpockets, thieves, scam artists, burglars, spies, and assassins of the kingdom. They may be paid handsomely by households to pull off anything in the particular rogue's repertoire of skills.
14. Particularly skilled rogues may be hired full-time by wealthy families. Rogues who are extremely good at their jobs may even be hired by the royal family themselves as a spy or assassin.
15. Rogues do not have a leader, per say, but the older a rogue is, the more jobs they have completed, the more skilled they are, and the fewer times they are caught or nearly caught, the more respect they hold. In very special circumstances, a rogue such as this may emerge as a "bandit king" and form the kingdom's rogues into a mob.
16. Rogues carry out "jobs," which vary given the rogue's specialty. If they succeed at their job, they are paid a commission by their employer, and the employer gets the profit of the heist (likely with the rogue taking a cut). If they are not employed by someone to carry out the job, they are paid by the victim household in either money or the literal items the rogue stole. Assassinations or other jobs which don't involve direct monetary gain do not get paid by the victim's household.
17. Each time a rogue carries out a "job," they run a chance of being caught. This percentage varies based on the circumstances of the job, including the defenses of the house or lot, the vulnerability of the targets, the presence of town watchmen, the difficulty of the "job," how skilled they are, etc.
a. It is up to you to decide how likely it is the rogue will be caught; please be fair to both sides.
b. Decide on a number between one and one hundred; that number and anything below it denotes being caught. Then roll for a number between one and one hundred using dice or an online random number generator.
18. If the rogue on a "job" comes up as a success, but is within 5 of being caught, their "job" fails, but they escape without being compromised. If it is within 2, they have been seen. Their identity as a rogue has been compromised, and they must now take steps to avoid being arrested. Fleeing, disguising themselves, framing someone else, and assassinating those who know their identity are all acceptable rogue-like directions to take this.
19. They have a default 50% chance of their efforts at evading capture succeeding. This probability may be changed to suit the situation. If they fail, they are arrested and punished. If they succeed, they are free.
a. Rogues who have been hired full-time by wealthy families must still protect their identity, although they will not necessarily need to do so from their employers, and they may find help from their employers in covering their tracks. Or their employers might throw them under the bus to protect their own identities in involvement. It all depends.
20. If a rogue is caught, they will be punished based on the laws of the kingdom, which may or may not be severe based on the crime the rogue was attempting. Some ideas for punishment include a fine, imprisonment, and execution.
1. Town watchmen are unlocked when the Law Enforcement career has at least one position open, and there are at least two rogues in the kingdom.
2. Town watchmen may only come from wealthy merchant families or noble families. The town watch is considered too important for peasants, but beneath royalty.
3. Town watchmen are selected in groups from eligible teenage candidates, and trained together for one round under the tutelage of the captain. When the round ends, they are graduated, as it were, as town watchmen and spend the rest of their adult lives on duty. They are either retired or become the captain upon becoming elders.
a. The size and frequency of the teenage training groups depends on the number of rogues in the town, the general need for law enforcement, and the current size of the town watch.
4. Town watchmen may take careers in Law Enforcement or Adventure; town watchwomen may also take jobs in these traditionally male careers.
5. Town watchmen may not attend college, since they spend their teen years training to be town watchmen, but if their original class permits it, they may attend private school.
6. Town watchmen continue to live as if they were still their original class, living in suitable homes to their station and marrying within the same station.
7. Town watchmen pay the taxes of their original class.
8. Unlike soldiers, town watchmen may be male or female if desired, but are also never heirs.
9. Being imprisoned for any reason strips a town watchman of his station, and when he returns from prison, he reverts to his original class.
10. When a town watchman goes on duty, he is assigned three households he watches in particular each night. These households may be constant or change each night he goes on duty.
11. If a town watchman is watching a household on the same night a rogue attempts a "job" there, the rogue's percentage of getting caught rises by up to 30%. If a town watchman partnership is watching the household, the rogue's percentage of getting caught rises by up to 40%.
12. The presence of town watchmen may factor in to other hostile situations which occur at night.
13. One noble town watchman should be chosen at the player's discretion as the captain. The captain is considered the leader of the town watch and trains the new recruits. He is not a king's advisor, but may put in appearances at court and does have more sway in court than the average town watchman.
a. A town watchman who ages to elder may become the captain instead of being retired. However, he may no longer go on duty, and may only become the captain if he has max body.
1. Knights are unlocked when the military base is built and the population is at least 500.
2. Knights may be either gender, but will frequently be male.
3. Depending on the generosity of the king, knights may be of any class, though will typically be noble or royal.
4. Knights, if not already aristocratic, are considered honorary minor nobility, allowing them to marry into a class which would normally be out of reach, but otherwise meaning little to their lifestyle or taxes.
5. If knights are unlocked, officers in the military are ideally knights. However, knights who were originally peasants and merchants may still not be officers.
6. Knights are the king's elite forces, his military leaders. Knight selection occurs at semi-random points and lasts for one round. Teenagers and up may apply. Training lasts one round, and then there is a knighting ceremony. Not all applicants who attempt training will necessarily complete it.
7. If a knight is selected for training out of season, the selection period is skipped, and the applicant becomes a knight in a single round of training.
8. Knights must always assemble when the kingdom is threatened, regardless of if they are actively in the army at the time.
9. Knights take special fealty vows to the king, and must assemble or otherwise answer if he calls.
10. Knights who don't have a pardon (granted for reasons such as heirship) must serve a full term in the army. (See: Soldier)
11. Knights are encouraged to live in the same neighborhood as the king to enable easy and fast reactions to calls to arms. However, they may be stationed in towns and colonies to protect those areas of the kingdom instead.
12. Ideally, each knight will have a squire: a young (usually) man or woman, sometimes an aspirant to knighthood, who assists them in their knightly duties. Sort of like a personal assistant.
13. Squires may come from any class, and will typically be the same gender as the knight they serve.
14. In the event there are not enough sims willing to serve as squires, only important knights will have them.
15. Like knighthood, being a squire is a lifelong job, partnered with the same knight, unless the squire abdicates or becomes a knight himself.
16. Knights cannot abdicate.
17. Knights may take careers in Law Enforcement and Military, regardless of gender and original class.
18. Knight children may attend college even if their knightly parent was from a peasant or merchant class; however, if this is the case, the household must make an appropriate donation to the kingdom or to the private university owner. This privilege does not extend to knight grandchildren.
19. Knight children may attend private school even if their knightly parent was from a peasant or merchant class. This privilege does not extend to knight grandchildren.
20. Knights live in housing suitable to their original class when not serving in the army.
21. Knights pay taxes appropriate to their original class.