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#prehistoric sims
nursesimblr · 6 months
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Nimli The Woman should have suspected something was wrong when she managed to prepare an onion soup without interruption from a crying Zull. But instead of being suspicious, she took the opportunity to eat in peace for the first time in days. She chatted with Triki The Midwife and helped Ugg The First with the garden. When she returned to the cave, Zull was still sleeping... ... And he didn't wake up even with Nimli picking him up. His small body was cold and he no longer breathed. Nimli The Woman ran towards Ugg and Triki who were still tending the garden, shouting for help. Something was wrong and she could see it now. She watched in slow motion as Triki wrapped Zull in a hug with tears in her eyes and Ugg cried out for the Watcher's intervention. Without thinking much, Nimli ran towards the volcano. "Something is wrong!" She screamed when she reached the top "Zull doesn't want to wake up, he needs to feed but he doesn't want to wake up!" "Zull is with me, Nimli." Answered the voice. "No… Zull is in the cave with Ugg and Triki. You need to help us, Zull needs to wake up and…" "Zull is with me. It's what happens when a sim leaves their mother before they are ready to face the world. They sleep in paradise, and wakes up next to me." "I demand that you bring him back! And I want it now, Watcher! Give me my son back!" "Interesting… but you demand anything from me. Haven't you learned your lesson? Zull is with me now thanks to you, or have you forgotten that you demanded that he leaves you days ago? You don't demand anything in paradise, Nimli. Especially when you are not ready to deal with the consequences." "Then take me! Do what you want with me, but bring Zull back. I beg you, Watcher!" "You will go back to the cave and tell Ugg that Zull no longer belongs to you. You will also make sure to keep his little body buried near the cave. From now on, may today be remembered as the day to remember those who no longer live in paradise. You and everyone who came after you will remember this day."
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It is with an extremely small heart that I come to say that Zull did not survive his death roll. By coincidence of fate, the little one died in the first week of autumn, a great opportunity to found the first simnation holiday: Zull's Day, my version of Halloween.
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history-of-sims · 1 year
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Beautiful pregnant Naru ❤️
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enkhanthor · 1 year
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LEGACY HISTORY CHALLENGE - THE SIMS 4 - PREHISTORIC AGE (PALEOLITHIC AND MESOLITHIC)
The proposal of the Legacy History Challenge is to build a genealogical legacy throughout history. Your founder Sim is a nomad in the Prehistoric Age with basic instincts, so they're looking for food, safety, and have babies.
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*Translation Note: English isn't my mother language and I’m not an expert in idiomatic expression. So if you find any errors or something weird, please forgive me and let me know on “ask me” if you want.
LHC Doc - EN/US - Complete Doc with all Ages.
LHC Doc - PT/BR - Doc Completo com todas as Eras.
INTRODUCTION
The prehistory of humanity* is a period that ranges from around 35,000 years BC to until the invention of writing around 3,500 BC. It is divided into at least three phases, characterized by the production technique: Paleolithic or Old Stone Age (until approximately 10,000 BC), Mesolithic (13,000 BC - 9,000 BC) and Neolithic or New Stone Age, (10,000 BC - writing/civilization). The Upper Paleolithic corresponds to the glacial period, when men inhabited caves and were hunter-gatherers. The Mesolithic is a transition phase with the end of the last glaciation and the Neolithic, the phase in which agriculture emerged. Characteristics of the Mesolithic and Late Neolithic vary from region to region, so these periods overlap, sometimes in terms of dates.
*I am considering only Cro-Magnons (ancestors of modern humans Homo Sapiens Sapiens), excluding Neanderthals and other more primitive hominid species.
As it is not feasible to play this long (more than 30,000 years), you can choose to have your initial Sim's youth (adolescent and young adult) represent the Paleolithic and Ice Age, while adulthood and old age can represent the Mesolithic. When this Sim dies completing the life cycle, the Legacy should pass to the youngest descendant of the family continuing into the Neolithic, beginning the dominance of agriculture and the transition to Antiquity. This transition corresponds to the Start of Simvilization.
You can choose to play longer than that in each period. An entire generation in the Paleolithic and another in the Mesolithic or even several generations in each period. Feel free to adapt, these rules are intended to give direction to anyone who wants to play something with more difficulty and historical fidelity. In my test challenge, I played three generations in the Paleolithic (while the matriarch was alive and throughout her eldest son's life cycle). In the spreadsheet I adapted the Paleolithic time to 4 Sim years and the Mesolithic and Neolithic to 2 Sim years each, which is how I intend to play this time.
RULES
1 - Founder Sim:
1.1 - Create a female teen Sim (if you opted out of playing the previous era). This Sim will be the Matriarch of your legacy. (Let's consider the hypothesis that the culture was matriarchal in prehistory.)
1.2 - Start with the "Loner" and "Hot-Head" traits. “Loner” will make your Sim tense when seeing strangers, after all other Sims can be dangerous. "Hot-head" because she's a Cave Sim.
1.3 - The Matriarch must have the "Big Happy Family" aspiration and the aspiration reward trait "Matriarch" before dying.
1.4 - The Matriarch must have the "Great Storyteller" reward before dying and must tell stories at a campfire to other Sims during the challenge.
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2 - Leader of the Pack:
2.1 - Your Sim can move other Sims into the family/group and lead a small pack, your clan. Your heir (female or male) must have the “Leader of the Pack” aspiration and lead the clan (requires “The Sims 4 Get Together” expansion pack). However, the leader should not be confused with a king, the band is a collective community, a big family, where resources and tasks are divided among all. The “Leader of the Pack” is a Sim that all other Sims trust and follow for their strength, skills, and courage.
2.2 - Physical strength predominates, so the “Leader of the Pack” must have a high fitness skill and win all the fights to defend the clan.
2.3 - The leadership of the “Leader of the Pack” can be questioned by another Sim in the clan. The dispute will be resolved through a fight interaction. You can decide whether the losing Sim should die, be exiled, or remain in the pack (least likely option).
3 - Loving Relationships, Heirs and Offspring Creation:
3.1 - The Matriarch must obligatorily produce heirs.
3.2 - Polygamy prevails. The first official marriage must be performed when the Matriarch for Seniors is presided over by her. So your sim can complete an aspiration. Suggestion: choose to perform this marriage with someone important from another pack, due to creating alliances.
3.3 - Have children with five different Sims.
3.4 - To decide “Try for Baby'' with a Sim, follow the most basic instincts of heteronormatives, prioritize physical strength in men and fertility (curvy body characteristics) and youth in women. If you use Wicked Whims or Wonderful Whims make your sims attracted to these body features. 
3.5 - If you use  MC Woohoo keep the woohoo risky at 30%. If you use any mod that has contraceptive methods, avoid them. If not using any mods, Sims can only “Try for Baby”.
3.6 - All babies must be born at home. Pregnant Sims can’t go to the hospital.
3.7 - Newborn babies and infants should be breastfed. Do not use bottles.
3.8 - Every Sim born in this Age must have the “Hot-Headed” trait, as they are a Cave Sim. Use common sense for the other traits and avoid those that don't match the Age.
3.9 -  You can adopt child Sims that you find around the world, moving to your family, but you cannot adopt through the traditional way on the computer. However, the heir to the legacy must be of your blood. Genealogical legacy, remember?
3.10 - A Sim who is born into your pack, even if not of your blood, must be accepted and cared for by everyone. Example: if your male Sim is partnered with a woman who is pregnant by another, even if they are from a rival pack, this baby is your Sim’s child. He is just not eligible as an heir because of rule 3.9. To be clear: you cannot continue the legacy from his children, but your Sim has to accept him as a child. Here you cannot use the excuse of wild basic instinct and male territoriality and abandon this child because motherhood is associated with life. And life meant everything at this stage when the species was struggling to survive.
*Don't bring up the modern question of motherhood related to abortion and social impositions on women. Recall the statues of prehistoric Venus and the hypothesis of their association with fertility by some researchers.
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Prehistoric Venus.
3.11 - In Prehistory, the heir could be male or female. You can choose to make your clan fully matriarchal (historians’ hypothesis) or follow the idea that Cave Sims were brutes who kidnapped women. Or both.
3.12 - In future generations if your Sim is male you must choose your heir by physical characteristics, as there was no DNA test at that time. You know who your children are from the game’s family tree, but the Sims don’t.
3.13 - If you have “The Sims 4 Eco Lifestyle” expansion pack uses the “Free Love” action plan.
3.14 - No prejudice about homo affective relationships.
3.15 - Polemic: Prehistoric sims should not follow the same moral rules as modern societies, so we probably had incestuous relationships, even because this practice existed in ancient societies after the stone age, as we see relationships between brothers and sisters in the pharaonic dynasty and in Sumerian, Biblical-Abrahamic and Greco-Roman myths. As this topic can make people uncomfortable, feel free to ignore this rule.
3.16 - Men are usually hunters and women gatherers. Men go out hunting and leave women to take care of the offspring, but you can also have female hunters.
3.17 - Children and teenagers cannot go to school. If you have the MC Command Center, disable the schools.
3.18 - Child Sims should help with fishing, collecting plants and digging, for example.
3.19 - Teen Sims are considered young adults and can have children.
3.20 - Adult Sims are considered old. Adult women aren’t as eligible to have babies.
3.21 - Elder Sims are considered wise. Few should reach that age.
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4 - Birthdays, Deaths and Illnesses:
The Lifespan of Sims in default normal mode is not equivalent to that of a human being since each day of pregnancy represents a trimester and gestation takes 4 days (1 day without pregnancy detection + 3 days of gestation equivalent to the first, second and third trimester), at age 25 your Sim would be an elder person and die around age 33.
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Also note that the life stage of the adult Sim is disproportionate to that of the child and baby Sim in EA’s default. However, as life expectancy was low in that Age, it is estimated that at age 30 cavemen were already considered elderly. Add to that the fact that there was no calendar and that part of the challenge covers a period of about 35,000 years or more, you can play in normal mode for now.
4.1 - It is not allowed to grow the Sim before the birthday.
4.2 - Birthday cakes are not allowed. Let the Sim grow up naturally. (You can remove the negative buffs with a cheat or use No Sad Moddlet on Birthday mod. You can also age the Sim manually in "Sim Info Cheats" by pressing shift + left mouse button on the Sim).
4.3 - Roll de dice for deaths. Your Sims are exposed to weather, hunger, disease, and the wild. They are literally struggling to survive and reproduce the species. So deaths are common and only the strongest survive. You must roll the dice at each life stage to see if the Sim survives to the next one. If the Sim gets sick, they must also roll the dice. Come up with a time-appropriate excuse for the deaths.
4.4 - Exception to rule 4.3: If you have the Slice of Life mod or any mod that adds diseases to the game, you can choose to roll the dice only when your Sim gets sick, instead of every age change.
4.5 Only the Matriarch is exempt from roll the dice. After all, if she dies you lose the challenge. So she is the only Sim that can die only from “natural” causes (deaths that exist in The Sims 4), without player interference.
Dice roll sugestion:
Observation: You can find another dice roller suggestion perhaps more realistic (in prehistory there was no writing, any life expectancy is an assumption on the part of historians) in Marina Montenegro's Legacy Eras Challenge. Note that, playing The Sims in normal mode and with the Wicked Whims or Wonderful Whims, menstrual cycle, even boosted in a short period, the fertility rate is very low. So with such severe rolls it's likely that very few of your Sims will survive. Try to have many babies.
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This way, unlucky Sims don't all die on their birthday. For example: An infant who scores 4, 8, 12 or 16 when growing up to be a toddler will die like a toddler. Toddlers live for 7 days, so the number you roll on a D7 is the number of days your Sim can live before dying. This way he doesn't die on the same day he grew up. For longer life stages you can use D100 and divide by the number of days or use the roulette. As you may still be confused, I explain better below:
If your Sim rolls any of the specified dice for each life stage in the table above, it means they must die in that life stage. Death in childbirth, newborn and elderly can occur on the same day you roll the dice, the day the Sim is born or grows up. For the Infant, Toddler, Child, Teen, Young Adult, and Adult stages you must roll the dice again or use the roulette wheel to decide when the Sim should die. That way the unlucky Sims don't all die on their birthday. For example: An infant who rolls 4, 8, 12 or 16 when growing to a toddler will die as a toddler. Toddlers live for 7 days, so the number you roll on a D7 is the amount of days your Sim can live before they die. So he doesn't die the same day he grew up. For longer stages you can use the D100 and divide by the number of days or use the roulette wheel. As it may still be confusing, I explain better below:
4.6 - At birth, roll a 20-sided dice, D20. If the mother is a teenager or an adult and rolls a 1, 10, or 20, the mother must die in childbirth. If the mother is a young adult, childbirth is considered to be a little easier and she dies if she rolls a 1 or a 20.
4.7 - For twins, triplets, or more babies, the mother must roll a d20 dice for each baby.
4.8 - If the mother dies in childbirth and there is no other Sim who is pregnant or has a child of nursing age to care for the baby (newborn or infant stages), the baby must die. There are no goats or domestic cattle to feed the baby.
4.9 - There is a chance that your pregnant Sim will have a “complicated pregnancy” if she roll a 5. In that case, she won't die during childbirth, but will be very sick. You must roll a D20 for the mother again the next day. If you roll 1, 10, or 20 for teenagers and adults and 1 or 20 for young adults, the mother must die. If she survives, she will not be able to have any more children. Check the option in the CAS so that she cannot get pregnant again.
4.10 - If for some reason you break rule 4.9 and your Sim gets pregnant again, it's a death sentence. She will not survive this birth.
4.11 - For the newborn, roll a D20 die. If you roll a 1, 5, 15 or 20, the baby must die immediately. (Click with the left button and shift press on the bassinet and choose the option to starve. The baby will be taken away by foster care and Sims will be saddened by his loss). 
4.12 - When growing a newborn to infant, roll a D20 dice. If you roll a 2, 6, 10 or 14, the infant must die. Roll a dice again or the roulette wheel to decide how many days he/she can live in the infant phase.
4.13 - When growing an infant to toddler roll a D20 dice. If you roll a 4, 8, 12 or 16, the toddler must die. Roll a dice again or the roulette wheel to decide how many days the Sim can live in the toddler stage.
4.14 - When growing a baby to child, roll a D20 dice. If you roll a 3, 7 or 13 the child must die. Roll a dice again or the roulette wheel to decide how many days the Sim can live as a child.
4.15 - When growing the child to teenager, roll a D20 die. If you roll a 7, 11 or 17, the teenager must dice. Roll a dice again or roll the roulette wheel to decide how many days the Sim can live as a teen.
4.16 - When a Sim grows to the age of a teenager you must also roll a 100-sided dice, D100. If the Sim is unlucky and rolls a 1, it means he/she is sterile. Change the option on Cas so he/she can never have children.
4.17 - When growing the teenager to young adult, roll a D20 dice. If you roll an 8, 12 or 18, the young adult must die. Roll a dice again or the roulette wheel to decide how many days he/she can live in the young adult stage. Male Sims must do the rite of passage. So this could be the excuse for the death of a Sim close to Young Adult age. See rule 5.4.
4.18 - When growing the young adult to adult, roll a D20 dice. If you roll a 9, 13 or 19, the adult must die. Roll a dice again or roulette to decide how many days he/she can live in the adult stage.
4.19 - When growing the adult to an elder, roll a D20 dice. If you roll a 9, 11, 15, 17 or 19, the adult doesn’t grow to an elder and must die. If he rolls another number, roll a die again or roulette wheel to decide how many days the Sim can live in the elder stage. If you roll a number above the default established by EA for the duration of this life stage, you can let the Sim die “naturally”, without your intervention.
4.20 - When a fight occurs with Sims outside the pack, the Sim who loses must roll the dice corresponding to his life stage. For example, if a Young Adult Sim loses the fight and rolls an 8, 12, or 18 on D20, he must die.
4.21 - If you have  “The Sims 4 Eco Lifestyle”, use the “Roughhousing Encouraged” action plan to make the game more exciting.
4.22 - Don't forget to cover your Sim's tombstone or urn with rocks.
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The above rules are for Sims in your family/group and descendants removed from the main lot. As for the other Sims in the world, you can choose to leave the death neighborhood changes settings enabled and use item 5 events to cause deaths. You can use the dice rolls suggestion above for all Sims in the world if you want too.
5 - Rite of Passage, Great Hunt, Tribal War, Wild Animal Attacks, Plagues and Natural Disasters:
The rules below correspond to possible historical events designed to decrease the world's population, especially when you reach peaks of 80 Sims or more. You can delete most of the ghosts in the next Age to lighten the game. Only items 5.2, 5.3 and 5.4 are mandatory. The use of the other events is optional. However, keep in mind that the more you use it, the harder it will be to survive in the Prehistoric Age. I suggest that at least one of them be created in your gameplay. 
If your Sim was unlucky on the dice rolls when changing he life stage, you can use bounties or rites of passage as an excuse for his death, in addition to these other events.
5.1 - To start, together with your Founder Sim, create some Sims to populate the world. They can be divided into small groups and will be the other clans. Prehistoric packs were small, 8 to 15 people should suffice. You can let them breed through the MC Command Center or neighborhood stories. I usually create a settlement for each pack and have the Sims in the pack divided into lots in the same neighborhood. (Using the MCC for pregnancy is a bit annoying because it doesn't limit by neighborhood and sometimes I have to delete babies or unpregnate Sims from different packs. A good tip is to invite the Sim to your lot and change her pregnancy partner to someone from her pack).
5.2 - You must perform a Great Hunt every Sunday. All male Sims in your world (except children and elders) must participate. Young Adult and Adult Sims should go hunting and Teen Sims should go as helpers to observe and learn. Create the “Great Hunt” holiday on Sundays with the “Attend Holiday Ceremony” tradition. Requires “The Sims 4 Seasons” expansion.
5.3 - Hunts shouldn't be easy. Sometimes when a group got together to hunt a mammoth, some would get hurt. Roll the dice once to see which Sims (young adults and adults) will come back hurt, and roll again to decide who should die or heal.
5.4 - A teen hunter (usually a male Sim) close to young adult age must take a Rite of Passage that will make them a Great Hunter. It must be an event of great danger, such as facing a wild animal alone or getting into a fight with someone stronger. The Sim must be victorious to prove their courage and gain the respect of the pack.
5.5 - Prehistoric packs usually hunted together, but they could also create rivalries and war with each other. Every time a war occurs, flip heads or tails for each Sim involved. Heads the Sim lives, tails he dies.
5.6 - Generally Sims that war or attack other gangs are male and females should be spared to generate more offspring. Roll the dice from time to time for pregnant women from other packs. Thus, few will survive to the age of old.
5.7 - Wild animals may attack settlements from time to time. You can roll the life stage dice or heads or tails for all party members to decide who survives.
5.8 - Mountain slides, storms, earthquakes and other natural disasters can also happen, killing your Sims. Roll the dice or use heads or tails to decide who survived. These types of events are more likely to occur when there is a blizzard. Request “The Sims 4 Seasons”.
5.9 - Pests and diseases would not have been uncommon in prehistory. Roll the dice once to decide who gets sick and again to see which sick people die.
Dice roll suggestion for special events to occur:
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6 - Create a Sim Items:
6.1 - In the Paleolithic, prioritize features such as dark skin and light eyes for the Cro-Magnons and red hair, light skin, large nose and robust body for the descendants of Neanderthals. Mesolithic Sims must have Eastern Central Asian or African ethnic characteristics.
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Cro-Magnon had dark skin and light eyes.
6.2 - If you use personalized content for hair, prioritize those that look natural, tribal, scruffy or without modern hairstyles and cuts.
6.3 - Use beards and prioritize long hair in men, although teenagers can be beardless or have a slight down.
6.4 - Don't forget about body hair on women.
6.5 - Tattoos are allowed as long as modern tattoos are avoided. See my mod for tattoos that match the in-game face paint colors.
6.6 - If possible, use custom content consistent with the Age. Skins for clothes and bones for accessories.
6.7 - Don't use anything metallic or that looks like fabric.
6.8 - Prioritize cold weather clothes in the Paleolithic and cold and hot clothes in the Mesolithic.
6.9 - Polemic: Prehistoric Sims shouldn't have the same modesty as modern Sims, so your Sim might prefer to live more freely in hot climates without being covered in heavy fur. Free, as it came into the world.
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Example of prehistoric clothing.
6.10 - Optional: If your Sims reach old age they are around 30 years old. So you don't need to give them gray hair or a very aged look.
7 - Lots, Worlds and Climate:
7.1 - Start in winter in the Ice Age (Paleolithic). Requires “The Sims 4 Seasons”. expansion.
7.2 - The duration of the season must be at least 28 days. You can choose to extend this time by changing the season from spring to winter in the mailbox. Throughout the Paleolithic it must always be winter. ( I don't know if you need to have MC Command Center installed to have this function or just use testingcheats true).
7.3 - If the world doesn’t freeze in winter, then you should use cheats to make it snow and freeze rivers and lakes. Sulani and Selvadorada aren’t allowed in the Ice Age.
7.4 - You must delete all lots from the world where you live or adapt them for the challenge.
7.5 - Create a secluded lot where you can't see the roads and stay away from them as there were no roads at that time. You can use the T.o.o.l. to cover roads and modern items with stones.
7.6 - Use the “Off the Grid” and “Simple Life” lot challenges. Requires “The Sims 4 Cottage Living” expansion.
7.7 - The starting lot can have a settlement with items of your choice, or you can choose to start on empty land. However, the Founder Sim is nomadic, although it may settle in lots with caves for longer periods of time in the Ice Age.
7.8 - When your sim migrates, they must leave their building items behind. Only inventory items can be taken, as a Sim could theoretically carry them without assistance from wagons or pack animals. You can take the bonfire and the tent, for example.
7.9 - Close to Adult age or after completing the collection of frogs, change the season to 15 days (Mesolithic). Now you can have all four seasons and not just winter and experience the Stone Age with storms and scorching heat.
7.10 - In the Mesolithic your Sim remains nomadic and must constantly change lots in search of resources. Suggestion: Migrate to Oasis Springs or any desert region.
8 - Money and Bills:
8.1 - There was no currency in Prehistory, only barter, so your Sim doesn't have to worry about money for now. Tip: Use the starting money to equip the lot with caves (custom content), rocks, bushes and trees.
8.2 - You can use motherlode or any money cheat.
8.3 - Sims cannot have a job.
8.4 - You can use cheats to pay the bills as there is no tax at this time. If you have the MC Command Center mod, you can activate the automatic bill pay option.
8.5 - If you win a gift from an NPC, you can keep it if it is consistent with the Age, otherwise delete it and exchange it for another one of your choice and similar value.
9 - Construction Mode Objects and Custom Content:
9.1 - You cannot build a house. Just sleep outdoors, have fur shelters, caves or thatched game roofs.
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Example of a primitive shelter.
9.2 - Electronics, instruments or items that do not match the Era aren’t allowed. No woodworking table, flower arranging table, yoga mat, etc…
9.3 - Again, you cannot have a yoga mat, nor meditate. It’s Prehistory, okay? Come back to reality, your Sim is struggling to survive and needs shelter and food, not zen.
9.4 - If you have the “The Sims 4 Laundry Day” stuff, forget that it exists. What? Do you really think they washed those skins?
9.5 - No grill, stove or fridge. The Sim must eat what they gather and fish and only use the “Fire Rocks” bonfire for cooking (requires “The Sims 4 Outdoor Retreat” game pack). (I don't know if EA has already fixed the bug, but the campfire broke after “The Sims 4 Cottage Living” expansion and the option to roast fish did not appear. I needed the MAL22_OR_CampfireSimpleLivingFix mod to make it work).
9.6 -  You can’t have a bath or shower. You can wash the babies in the sink.
Note: The exception to Rules 9.5 and 9.6 is seasonally custom content. If you use personalized content you have a small advantage. So don't abuse these items, your Sim must go through difficulties and be exposed to nature.
9.7 -  You can’t have a toilet. However, your Sim is out in the wild, so they might have lots of bushes to use for the bathroom. Feel free to use the T.o.o.l. and spread bushes across the world.
9.8 - You are in the Stone Age, not the Metal Age. Custom content objects must be stone, leather, or roughly carved wood. Objects that have nails or iron parts are not allowed. Example: Chairs, beds, tables, cupboards with nailed connections are not allowed.
9.9 - To have an object you need to spend time and work as if you were making it.
Work suggestion to be able to have an object:
- Campfire "Rocks of Fire" (requires The Sims 4 Outdoor Retreat game pack) - find 5 items by digging or breaking rocks + harvesting or watching 5 plants. If you use the cutting down tree mod you can spread trees around the world or put the branches in your inventory after observing the plants.
- Sulani Volcanic BBQ Searer (The Sims 4 Eco Lifestyle) - dig 10 items + harvesting or watching 5 plants. 
- Stone Sink - Find 10 items by digging ground or rocks.
- Stone Bathtub - Find 30 items by digging ground or rocks.
- Stone refrigerator - only in the Paleolithic (Ice Age) or winter. Summer and hot days there is no way to preserve food, so let it spoil.
- Stove and grill - find 20 items + have Level 10 cooking. Campfire increases cooking skill. Note: some custom content doesn’t work “Off the Grid”, in which case it is allowed to take the lot challenge due to a game logic failure to interpret any stove as electric.
- Cave shelters are unlocked when your Sim moves to a new lot. The lot must be set up before playing on it, and these items can’t be moved or removed. Once you place the cave in a certain location, it should stay there until the Industrial Age or the invention of demolition machines.
- Fur shelters (tents) - 20 hunts. Can be taken in inventory.
- Shelter made of thatched roof from the game - harvest or observe 30 weeds. It can’t be transferred to another batch.
- fur rugs - 1 hunt.
Stone beds:
- Double bed - find 20 items + 8 hunts.
- Single bed - find 10 items + 4 hunts.
- Toddler bed - find 8 items + 2 hunts.
- If a bed is made of wood or material that mimics interwoven vegetable fiber, use the same number of items above, but replace the action “digging stone” with “harvesting” or “watching plants”.
9.10 - Avoid the magic hands. Let Sims clean up their own mess.
10 - Skills:
10.1 - Sims can develop cooking, fishing, fitness, charisma, mischief, pet training, singing and dancing skills.
10.2 - If you use custom content appropriate to the time, the Sim may have painting skills. Allowed paintings are only prehistoric. See my mod.
10.3 - If you have a bathtub, sink or customized content suitable for the time, you can replace it if it is broken, avoiding gaining the handiness skill. It doesn’t make much sense for a stone sink to break if it doesn’t have plumbing.
10.4 - In the Paleolithic, Sim can harvest, dig, fish and hunt (run).
Since there is no hunt action in the game, you can send the Sim to run. When performing this action it is allowed to use the option “roast marshmallows” on the fire pretending that it is frozen meat.
10.5 - Roll the dice to decide if the Sim sent to hunt dies or not. It is allowed to leave the Sim exposed to the weather and enable temperature kills, as if it were due to unsuccessful hunting. Only the matriarch is exempt from this rule. You can also use the board from the mod olde cookbook kit v.03 which allows you to hunt. In this case, roll the dice if the Sim comes back injured. If you use the mod, don’t forget to delete a piece of meat every time you use the “roast marshmallows” option.
10.6 - Your Sim can only collect items near their current lot. If the hunters are going to travel, they should take a campfire and a tent and stay away for days.
10.7 - Your Sim can’t cook any modern cooking options like hamburgers or hot dogs. Just roast fish and marshmallows (rule 10.4) on the fire. Custom Content Stove and Grill requires cooking level 10 and only recipes befitting the season can be cooked. Note that with the “Simple Life” lot challenge your Sim will have a hard time cooking. Prepare to starve.
10.8 - In the Mesolithic the Sim can harvest, dig, fish, hunt (run) and plant only one seedling of each species, but can’t have a garden or move the plant. The seedling must be born where it was planted, in a disorganized way. It’s like your Sim dropped the seeds on the ground, but still don’t have farming skills.
10.9 - The Sim can’t pull weeds or apply insecticide, diseased plants can’t be taken care of and must die.
10.10 - In the Mesolithic the Sim can have the cow plant.
11 - Animals:
11.1 - If you have “The Sims 4 Cats & Dogs” Expansion Pack, the only animals allowed are wild-looking ones like raccoons, wolves, and foxes. 
11.2 - Wild animals (cats and dogs) should have traits that remind them they are wild like "Aggressive", "Independent", "Stubborn", "Aloof", “Frisky”, ”Skittish”, "Free Spirit" and "Territorial".
11.3 - If your pet gets sick, wait a day and roll the d20 dice for it. On a roll of 5 or more, it must survive and acquire resistance to that disease. Watch the symptoms and the next time it has the same illness it won’t need to roll the dice. (You can press shift + left mouse button and choose the option "Make Happy" to remove the disease).
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11.4 - If you have “The Sims 4 Cottage Living” expansion pack, you can’t have cows and llamas. These animals have not been domesticated yet.
11.5 - If you have “The Sims 4 Horse Ranch” expansion pack, you can’t have mini goats, mini sheep and horses. But you can have zebras, moose and other animals that look wild. Just don't ride them. Historically, these animals have not been domesticated. So, don't abuse it, okay? You can try to tame a donkey.
11.6 - Wild animals (horses) must have some trait that reminds you that they are wild. Mandatory traits: "Aggressive" and "Defient". Third trait: “Independent”, “Energetic”, “Free Spirit” or “Fearful”.
12 - Religion (optional):
12.1 - The religion is based on Mother Earth that provides fruits and hunting and/or on Shamanism and identification of Sims with power animals. The priests and healers were the shamans. Feel free to make constructions and stories accordingly.
13 - Occults:
13.1 - If you have “The Sims 4 Realm of Magic” game pack, you can create a Spellcaster Sim who will be the shaman and healer of the pack.
14 - Requirements to advance to the Age of Agriculture (Neolithic and Early Simvilization):
14.1 - Complete the collection of frogs (Paleolithic).
14.2 - Catch all base game fish (except those from secret lots) and have level 10 in fishing (Mesolithic).
14.3 - If you have “The Sims 4 Horse Ranch” expansion pack, try taming a donkey.
Rules 14.1, 14.2 and 14.3 are equivalent to taming animals.
14.3 - The Matriarch must have completed the cycle of life.
15 -  Expansions, Game Packs and Stuff Packs:
15.1 - The Sims 4 Seasons (essential). Make it snow in the Paleolithic (Ice Age).
15.2 - The Sims 4 Get Together (essential). Pack Leader Aspiration.
15.3 - The Sims 4 Cottage Living (optional). “Simple life” batch challenge.
15.4 - The Sims 4 Eco Lifestyle (optional). Enable the “Roughhousing Encouraged” and “Free Love” Action Plans.
15.5 - The Sims 4 Cats & Dogs (opcional). Have a wolf, fox, raccoon or any animal that looks wild.
15.6 -  The Sims 4 Horse Ranch (opcional). Having a wild animal or donkey to tame.
15.6 - The Sims 4 Outdoor Retreat (essential). “Rocks of Fire” campfire for cooking. 15.7 -The Sims 4 Realm of Magic (optional). Having a spellcaster be the Shaman.
16 -  MCC settings (for those who use it):
16.1 - Automatic bill pay.
16.2 - No weddings.
16.3 - Elder Female Sims are not eligible to have children. Elder Male sims yes.
16.4 - There must be a higher percentage of pregnancies in the teen and young adult stages compared to adulthood.
16.5 - Disable schools for children and adolescents.
16.6 - Continue neighborhood stories.
17 - Recommended mods:
17.1 - MC Command Center by Deaderpoll - Manages various features of the game.
17.2 -  T.o.o.l. by Twisted Mexi - Add and edit objects in the world.
17.3 - No Random Townies by Zero  - Prevents the game from spawning NPCs.
17.4 - Nap on the ground by Triplis - Allows Sim to sleep on the floor, anywhere.
17.5 - Invisible Crib (default) by Severinka - hides the cradle.
17.6 - Child Birth by Pandasama - Makes childbirth realistic.
17.7 - Miscarriage Chance by LittleMsSam’s or Miscarriage & Pregnancy Loss do Pregnancy Overhaul module by Lumpinou - There is a chance the Sim will lose the pregnancy.
17.8 - No Sad Moddlet on Birthday by ClaudiaSharon - Removes forgotten birthday buff.
17.9 - No more Awful Holiday Sad Modlet by Sigma1202 - No sadness at not attending the holiday.
17.10 - Pet Explore Bush Tweaks by Chingyu Vick Sims - Disables the autonomy of dogs and cats to enter the bushes.
17.11 - Cut Down Tree by LiraSims - Cut firewood.
17.12 - MAL22_OR_CampfireSimpleLivingFix by Mal22. Fix the Campfire.
17.13 - Custom content befitting the Age. You can check the list of CCs I found in CC Links - LHC Directory in my homepage (I'm always updating).
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18 - Sources (Books, Series and Movies):
18.1 - The Origin of Humankind (Book by Richard Leakey - 1995).
18.2 - Prehistory (Book by Chris Gosden - 2012).
18.3 - The Hunters of Prehistory (Book by André Leroi-Gourhan - 1983).
18.4 - Alpha (Movie directed by Albert Hughes - 2018).
18.5 - Earth's Children (Books Series written by Jean M. Auel 1980-2011).
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kyriat-stories · 2 years
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- WHO ARE YOU!! Boobasnot!
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- I don’t like you either! I am Rusa Sharruma from Oasis Springs. Who are you? Rusa tried to play tough, but deep down he was terrified.
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- I am Jojo and I am feared and honored all over Forgotten Hollow. We don’t like intruders. We kill them.
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Rusa realized he had to change tactics. After all they were three against one. It was time to fall on ones knees and beg.
- Please! Don’t hurt me. My family rely on me, and Hdajk and the children will starve if I don’t come home.
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- Hdajk? I’ve heard that name before. Who is her father?
- Her father? Her father was Oyw Ngo, but he is dead now.
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- Get up and talk to me like a man! So you are in Oyw Ngo’s clan are you?
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Rusa was not sure if the development was good or bad.
- Eh... Yes. Oyw Ngo is the grandfather of my children.
- Well, THAT changes things!
.
Previous | Index | Start Ch4 | Characters | Next
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deuceysims · 8 months
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Confession: I've actually been playing this save for a while.
The bump in this photo is now almost a young adult.
Bearhunter and Berryeye prepare to find somewhere more temperate to raise their baby.
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simsparrows · 2 years
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It wasn’t just her children who were filled with anxiety over the news of her pregnancy. Sparrow was distraught. 
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The tribe’s high elder, Umata, had given Sparrow words of comfort. She was a skilled midwife and had delivered several babies in her life, including Sparrow’s close friend Tsala. 
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Tsala, who had been blessed by the Watcher with easy pregnancies, could tell this pregnancy of Sparrow’s was weighing heavily on her. It hadn’t exactly been planned or anticipated. 
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Eagle listened intently to Umata’s words of comfort, she was trying to absorb as much information to help her dear friend, Sparrow, through this challenging season.
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“The last pregnancy of mine was a disaster,” Sparrow groaned. “If this is what the Ancestor’s intend, I will accept this fate, but I worry so.” 
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“The ancestors would not grant you this new life in your blood line if it didn’t mean you could handle it,” Tsala offered, but she knew this was of little comfort. Several of her pregnancies had come out complicated times and left her taut with worry. 
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“Eat the root of the Twangiit plant twice a day and your child will be blessed with vitality,” Umata said, almost oblivious to the tense atmosphere. 
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“Sparrow,” Eagle said in her soft voice. “I know this is so hard for you right now, but you will get through this pregnancy and will be gifted with a beautiful child. We’ll be here every step of the way.” 
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The others agreed wholeheartedly. 
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Still not convinced, Eagle added, “My prayer bones spelled out your fate last night.” 
The others looked at her keenly. 
“Your child will be healthy and they will carry on your bloodline for many generations.” Eagle, a priestess of bones, had spiritual connection to the future. At her promise, Sparrow allowed herself the smallest reprieve from her anxiety. 
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dustyratt · 1 year
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RAPTOR SQUAD
fullbody outfit (tail and body separately)
for large dogs
Echo, Blue, Delta, Charlie +26 swatches
all LODs | maps | no morphing
HQ compatible
Cats & Dogs DLC is required
Jurassic World: Evolution conversion | Commission | Full-sized 4k preview poster
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DOWNLOAD
SFS
(early access, public 03.05.2023 | MAR 05)
@sssvitlanz ❤
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nonsensical-pixels · 1 year
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4t2 conversion of mammut's early civilisation living [download - sfs]
another test of time-oriented download! this would be mammut's early civ living for the sims 4, converted to the sims 2. it works best for the roman era, i think, but you can use it in other eras and it would probably fit in as well 😊
everything has been compressed and there are 4 items in total. to reduce the amount of files, the coffeetable is repo'd to the bench. hope you guys find uses for these in your game! ♥
credits
mammut for the original ts4 creations
ea/maxis for certain meshes
items included
bench - 614 polys
coffee table - 398 polys
ancient bookcase - 214 polys
papyrus plant - 868 polys
if there are any issues, do let me know! happy simming 💓
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amethystamanda · 2 months
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Stone Gemology Table
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Before there were tables, there were stones. And there were also pretty stones. Sometimes people used stones to make pretty stones prettier.
For your pre-gemology table saves (or post gemology table saves), a Stone To Cut Stones On.
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A total of 74 swatches (shown below). Found in Creative Activities, or by searching Gemology or Jewel. 500 Simoleons (cheaper than the original, but still something to spend your money on). Off the grid, same as the original.
A mesh edit of the stone coffee table from Outdoor Retreat, making it into a gemology table. Does not require Outdoor Retreat, just Crystal Creations.
There are 2 medium slots and 4 small slots for deco or whatever fits in them. I would recommend not using move objects near the front of the table, because that area is used by the sims.
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Five basic natural swatches:
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28 swatches from the Historian palette (@academiapalettes):
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28 swatches in the Scientist palette (@academiapalettes):
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and 13 more fantastical swatches of my own creation:
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Known issues:
Original effects are still present, including modern tools and bright light from the grinder while in use. I removed what lighting I could, but that one spot is an effect, not a light.
The grinder looks a bit out of place, but it would look weirder removed, I think, because the animation and visual effects would remain the same.
Download on patreon (free): https://www.patreon.com/posts/100320495
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pudding-parade · 2 months
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Free-roaming psittacosaurs. LOL
I think I'm just going to fence in and terraform a large percentage of the map and put all the herbivorous species in it and watch them wander around and learn what each likes/needs and who gets along with whom so that I can build for them better in a different park. The animals don't seem to interact with each other (yet), but I enjoyed just watching these escapees wandering around. :) But, they didn't have accessible food or water (even though there are literal lakes on the map), so the animals can't just be left outside of enclosures, unfortunately.
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kyriat-sims · 1 year
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My Stone age save has gotten a little clean up, a couple of lots included and with kind permission from @jennisims her decor animals are now included in the download.
📥 For info and download: See my blog
You’ll find the original tumblr post here.
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nursesimblr · 1 month
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The beginning || Meet the characters || family tree
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history-of-sims · 6 months
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Gnag, an elderly man with a twinkle in his eye, and his curious daughter, Foga, came to meet the family. Naru observed their visitors with a hint of hesitancy, her gaze flickering between Gnag and Foga. Tarc, on the other hand, welcomed their guests with open arms, his eyes brightened with recognition as he looked at the old man.
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enkhanthor · 2 years
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O Clã Dente de Sabre (Parte 3) | The Sabertooth Clan (Part 3)
A imagem corresponde a época em que Eva estava grávida do último filho de Khan Dente de Sabre e Haughar se tornou um homem. Da esquerda para direita: Xamã Olho de Corvo, seu filho com Kirmah, Elker Asa de Corvo, sua filha com Naijah, Verna Olhos de Estrela, sua companheira, Kirmah; a menina Kamah, filha de Khan Dente de Sabre; Mamma Janna, suas filhas Ria Janna e Siggy; a principal companheira de Khan, Ayla do Clã Pele de Gelo, sua filha Aghta; o líder do bando, Khan Dente de Sabre, seu filho Arkho; Fern; Meha, filha de Khan Dente de Sabre, sua mãe, Zeha; Tarjik e seu irmão Tyrek, filho de Dea.
The image corresponds to the time when Eva was pregnant with Khan Sabertooth's last child and Haughar became a man. From left to right: Shaman Raven's Eye, his son with Kirmah, Elker Crow's Wing, his daughter with Naijah, Verna Star-Eyes, his partner Kirmah; the girl Kamah, daughter Khan Sabertooth; Mamma Janna, her daughters Ria Janna and Siggy; Khan's main partner, Ayla of the Iceskin Clan, his daughter Aghta; the leader of the pack, Khan Sabertooth, his son Arkho; Fern; Meha, daughter of Khan Sabertooth, her mother, Zeha; Tarjik son of Dea, the midwife and his brother, Tyrek son of Dea.
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Khan tomou Siggy como companheira quando ela cresceu para a idade fértil e deu suas mulheres mais velhas como parceiras para os outros homens do bando. Zeha foi dada para Tyrek, filho de Dea e Kirmah para o Xamã Olho de Corvo com que teve o bebê Elker. Naijah morreu no parto de Verna Olhos de Estrela, filha do Olho de Corvo e Ayla deu a Khan um filho, o bebê Oghn. Arkho, o filho mais velho de Khan, cresceu e e começou a procurar uma parceira para ter filhos.
Khan took Siggy as a partner when she grew to childbearing age and gave his older women as partners to the other men of the pack. Zeha was given to Tyrek, son of Dea and Kirmah to the Shaman Raven's Eye with whom she had the toddler Elker. Naijah died in childbirth with Verna Star Eyes, daughter of the Raven's Eye, and Ayla gave Khan a son, the toddler Oghn. Arkho, Khan's eldest son, grew up and began looking for a partner to have children.
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Parte 1 | Part 1
Parte 2 | Part 2
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kyriat-stories · 2 years
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- Would you really do that for me honey-sis?
- Yes bunny-sis! I would. I can’t live without you either.
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- What do you say Hdajk, can you manage without them?
- Yes I can. It won’t be easy to see them go. It breaks my heart to think I might never see them again, but practically? Yes. I have you and I have my sisters. And I will not stand in the way of Noor’s happiness. We will manage.
- Hdajk, your unselfishness astonishes me. You truly are a strong woman. And you have proven again that your love for your children has no limit.
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- This is by far the most difficult thing I’ve had to do as a mother.
- I know, but it’s the right thing to do.
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The next weeks were filled with busy preparations. It was decided that Tjen was going to accompany them to the harbor, and help them find a ship to take them to the island of Krete, where Rusas brother lived.
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A few days before their planned departure the new babies were born. Just as Lea had predicted there was two of them, a gift from the moon, and a gift from the sun. They were given the names ‘knyfei and Ak’nei.
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- Remember these tears that I shower you with, Eira whispered, I love you very much, even though I will never know you, and you will never know me. Take good care of our parents, one day they will need you, like you need them now.
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- I have doubts, Noor admitted, do you think we are doing the right thing, leaving everything behind?
- Yes, it’s the better solution all things considered, Eira said and wiped a tear from her chin, and besides -  it is our destiny.
.
                           - END OF CHAPTER FOUR -
A huge thank you to those of you who have followed, liked and commented on my story so far. It means a lot, and I am truly grateful.  💕
Previous | Index | Start Ch4 | Characters | Chapter 5
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deuceysims · 8 months
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Playing through my own unhinged version of a history challange (you'll see). Meet my founders: Bearhunter and Berryeye. A master hunter and a master gatherer: match made in heaven. They're about to bring the wonder of the fertile crescent (farming) to Henford-on-Bagley.
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