Take your Sims back to square one — empty worlds, limited jobs, and only the resources are the ones they can find or earn. Can your founding families shape a thriving town from scratch? This is more than a legacy. It’s the story of how an empty save becomes a living, breathing world — built lot by lot, sim by sim.
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General
Recommended Mods
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https://www.youtube.com/watch?v=nmlGTMyRJ1E
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Cheats
Cheats are allowed only for two purposes:
To simulate the outcome of a dice roll or challenge event.
To adjust household funds when families invest in community builds.
Cheats that give extra money, skills, or advantages are not allowed — the goal is realism, not shortcuts.
Population Growth
The world grows naturally through marriages, alliances, and children born in-game.
New Settlers
At the end of every calendar year, you may move two new families into the current world.
Paying for Builds
Every new lot — whether a home, park, or community space — must be fully paid for by sims living in the world.
Build Attribution
When a new lot is built, include in the lot name or description which families helped fund it.
Dice of Chance
Every 7 days you need to roll a dice for a random event. The event will last for the next 7 days (or shorter if specified) - See all the dice roll options lower on this page
Generational rules
This challenge does not have goals per generation but I can recommend implementing events and holidays to keep a sense of time passing. See the Generational Rules section of the page for more info
Locked careers
To keep things interesting, not all careers are available from the first moment you start playing. Some careers unlock when specific types of buildings are placed, others when you have reached a specific amount of sims in a world. Please refer to the table below to see when careers unlock. If a career unlocks through a specific build it’s up to you to decide if you want to only unlock it once or start over for every world.
Mods & Custom Content
Mods and CC are allowed, but money-generating mods or cheats are not.
Gallery Lots
You may use lots from the Gallery, but they must still be purchased with sim-earned funds according to the payment rules above.
Cemetery Requirement
Each world must include a cemetery or memorial lot.
Family Backstories
Every family — whether founding or newly settled — must have a written backstory. This builds a sense of history and depth across the generations.
Neighborhood Stories
Neighborhood Stories can be enabled, but they are not recommended if your goal is to create a stable, curated save file. They add extra randomness that can disrupt long-term storytelling.
Pack Features
You can freely use pack features (clubs, small businesses, etc.)
Progressing to New Worlds
Once a world is completely filled and developed, you can move on to the next world of your choice — there’s no required order.
Starting a New World
When you begin a new world, you can either:
Start with entirely new sims, or
Move one sim from your completed world to become the founder of the next settlement.
Add at least 2–3 new families alongside them, then repeat the same process of building, expanding, and developing your new world.
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Every week you roll a dice for a random event (recommended to add a holiday to your in-game calendar to not forget this). This event will last 7 days in your save and will create some random chaos or bliss in your save file. For a lot of these events, you will have to cheat or manually keep track of things. Even though that can be a bit of a hassle I still love the idea of being able to add something random to the challenge to keep things extra interesting: