Welcome to the clone dynasty challenge! A perfect mix of chaos-heavy, rags to riches and rotational gameplay.
Setup:
Create two young adult sims, one male and one female, and set them to spouse.
Randomise their traits, aspirations and preferences
Save these sims to the library, then place 3-5 copies of these sims on empty lots (I like the willow Creek starter neighbourhood)
Ensure that each pair is given $0
Make sure aging is on normal for all played households
Optionally (but recommended), turn on neighbourhood stories for the cloned households, this allows for more unpredictability
Founder's Start:
Now that all clones have been placed, each founding pair is given 24 hours to prepare their dynasty.
In those 24 hours they must:
Make as much money as possible
Gather resources
Build whatever they can
Try to conceive at least one baby
After 24 hours, switch to the next clone pair.
Do this for every edition.
Once ALL clones have had their 24 hours, the real chaos starts.
Rotation:
You may play each household for up to 1 sim week per turn.
You may leave earlier, but you may NOT save-scum death or bad events.
No cheats except resetting a glitched sim.
To mate:
Only Clone Descendants Can Reproduce
Sims may ONLY mate with other sims who are also descendants of any clone edition.
No townies, no NPCs, no outsiders.
The sims must meet naturally first
Valid natural meetings include:
walk-bys
autonomous conversations
community lot interactions
school connections
surprise visits
welcomed-in neighbours
Being invited from another household member
Once they have a relationship bar, you are allowed to invite them over later.
**Sims must be from different clone editions
The one romance attempt rule:
After a valid meeting, and you are playing one of the sims to be coupled
Attempt one romance interaction
If it passes and makes a romance bar, they are a couple
If it fails, they are not
If it passes but doesn't make a romance bar, you are free to try again, so long as the interaction never fails
Optionally, if they get a fail, they never get to try again, or they can't try again for the current life stage
Survival of the socially fittest
No meeting = no mate
New Couples:
When two sims successfully become a couple:
They move into a new empty lot
Start with §0
Begin a new branch of the civilisation
This keeps consistent growth and chaos.
Child Rules:
Try for baby is allowed
Accidental pregnancies (if you have them enabled) are allowed
Adoption is NOT allowed
Children stay with their parents until YA
Endgame:
Option A: last line standing
Keep playing until one line remains
Option B: Legacy
End after X generations
Option C: World takeover
End when all lots in a world are occupied by clone descendants
Optional Chaos Rules:
Dominance rule: the richest or most skilled households produce the most successful descendants
Weather disaster event: once per generation you roll to wipe out one household
Trait mutation rule: every time two lines mix, give the baby one random trait
Skill influence rule: the more skills a parent has, the higher their child’s “survival chance”
Sim preference rule: you must say yes to any preference changes the sim has, even if it means derailing your money making (eg. Gardening)
















