BACC Rules

The following rules are lightly modified from PurzelSims' version, which can be found here. Anything that's in blockquotes and italics are my own notes added in since I did add a few of my own rules or changed some of the original rules to fit my play style better. Obviously at the end of the day it's your game and your BACC! Feel free to do whatever you want with it.

### General Notes

No unlock achievement may be used to unlock several things simultaneously.

Let’s take the charisma skill for example. It is used to gain new sims to move into your town as well as to open a spot in the entertainer career. If Sim A reaches level 10 of the charisma skill, you can only use that for one of the options, not both. So you need to choose to either have a new sim move in or have a new opening in the entertainer career. If you want a new sim in town AND an opening in the entertainer career, you’ll need two sims to reach level 10 in charisma.

There are a few optional aspects to this challenge. Those are ideas that I like, but either find too challenging to make it a proper requirement or which just don’t work too well in TS4. All of those optional aspects are noted below in a separate section.

Mods are fine to use as long as they aren’t a means to make things too easy. Just use common sense on what would be too cheaty to use. Like mods that make skilling faster, reduce bills, etc. The challenge is supposed to be fun. So, if one of the rules doesn’t suit your playstyle at all, feel free to adapt it.

> *I personally added a lot of custom aspirations and careers which I've incorporated in my spreadsheet as achievements and unlockables respectively. If you plan on using these types of mods, I encourage you to do the same!*
> *I also use MC Command Center, which is mostly for setting my custom age lengths and to control sims that aren't in the current household. I also use a lot of mods that heavily influence gameplay, such as mods by Lumpinou, LittleMissSam, Basemental, FalseHope and Bienchen. Some of these mods require my sims to accomplish goals before I can use them, such as the SimDa Dating App or the Foster Family mod, both by LittleMissSam.*
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If you're struggling to start your BACC, feel free to send me a message on Tumblr or join my community Discord server.

### Starting Out

Before you can start the BACC, you need to bulldoze all the lots in all the neighborhoods.

If you feel lazy you can just bulldoze everything in the starting world and do the rest when you get there or just leave some of the buildings in other worlds if you already have a use for them; those worlds are off limits at the beginning anyhow). An easy alternative to this is using a save that has already been emptied by someone else. A quick google search will yield plenty of empty saves, though.

**The exception to this rule are:**

Granite Falls, Selvadorada, or any other destination world that might be added later since those are – as the name suggests – destination worlds not connected to your home worlds. So it makes sense that the locals already built things there.

> *I personally use the All Worlds are Residential mod by Zerbu, which makes all destination worlds into playable residential worlds.*
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The three special lots in Windenburg (The Bluffs, Ancient Ruins, and Von Haunt Estate), because they feel like being an integral part of the world.

Forgotten Hollow. I imagine this being a hidden hideaway deep down in the woods, so, again, it would make sense for this to have existed before your settlers came to their new town. Of course, the world is off limits until it’s unlocked.

### **Creating our Founding Sims**

We start off with one founder. And since nobody starts out on his own when settling on new land the founder will get some companions. Roll a die (or use random.org) to determine the number of new sims (between 1 and 6) living in the town-to-be.

You may freely choose whether these sims all live in the same household or whether you want to start off with multiple households. My personal preference is to have everyone on the same lot for a week or so to allow them to get to know each other and then move them out to their own houses. You may also freely decide on the family structure. They could all be single, or one bigger family that decided to start the BACC adventure together. Or a mix of both.

> *I started with six sims originally. I kept them all on the same lot (the lot that eventually became the Founders' Ranch) and only began moving them out once some of the sims started getting married and decided they wanted more space to build families. The Founders' Ranch is still, to this day, where most of my sims earned through CAS Points end up when they "start out" in Plumbob Falls.*
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The starting lot and all subsequent lots need to have the Off-the-Grid lot trait. This requirement is removed once electricity has been unlocked, at which point you may freely decide whether or not to keep the lot trait or remove it.

> *I downloaded a lot of off the grid cc during this time period to give myself some more build options. I recommend you do the same if you play with mods/cc. My build style was very rustic as well, using build/buy items that looked like the sims could've built it themselves.*
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For your starting world you may choose any of the available worlds except for San Myshuno, Del Sol Valley, and Britechester.
This challenge can be played either in rotational or legacy style. Depending on which style you choose unlocking new lots/careers works slightly differently.

> *I went the rotational style, which means all of the sims in the world get played one week per rotation.*
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If you decide to play legacy style, i.e. only one family, the founder/heir or another family member must meet the individual requirements listed below unless otherwise stated. In that case, the perk stays unlocked even after the ‘unlockee’ dies. Other families (both “townies”, once unlocked, and families moved in by gaining CAS points) can be interacted with and moved into the legacy household, for example as spouses. Once they’ve moved in they can contribute to unlocking things. Please note that any previously gained skills cannot count.

If you choose to play in rotation any sim living in the world actively played by you may help improve their town and unlock new things by meeting the requirements. Their contributions to the town only count as long as they live. You won’t lose achieved unlocks when you make a sim inactive. That sim just can’t unlock new things anymore.

An example for clarification: Sim A maxes the fishing skill, opening up a position in the science career. Sim B needs to start working in that career before Sim A dies. However, once Sim B takes that position and is in the career the death of Sim A won’t cost Sim B their job. It’s the opening of the career that’s restricted, not the promotions (except for the additional skill requirements for split careers, for those careers Sim A needs to live long enough for Sim B to reach the promotion level where the career branch is chosen).

Community lots remain unlocked once all the requirements are met, even if you didn’t get around to building/placing a lot yet. The only important thing for them is that all the requirements are met simultaneously at one point.

### **New Residents**

**One newly created CAS sim may move into town whenever one of the following conditions is met:**

* A sim reaches level 10 of the charisma skill (unless you decide to spend that charisma point on an opening in the entertainer career).
* A new community lot type is unlocked.
* A Sim-owned business opens in town.
* For legacy-style gameplay: A child reaches level 10 of the social skill.

For legacy-style gameplay: Each time one of the above requirements is met you may choose to roll a die and add a family with the corresponding number of sims to town. If you roll a “4” or higher, you may divide the sims into two households.

> *Although I play rotationally, I still give my sims a CAS Point when a child maxes the social skill.*
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If you want to move in a family/several sims at once in the rotational version, you can do that as well by saving up several CAS points or combining a CAS Point with a JOKER, which we will elaborate on below.

You are free to create your own sim in CAS to move into town, grab one from the Gallery or use a sim you previously played in another save. Skills those sims come with can be kept and used to unlock things, as long as the sim wasn’t previously played in a save with long or disabled aging settings.

The reasoning behind this is that Sims coming from another save do keep their age, so allowing them to keep skills they come with is reasonable. However, if you notice the sim is only a few days into the YA age span and already has half a dozen skills maxed, then their skills probably should not be counted towards unlock requirements. Just use your judgment on the matter.

> *I personally reset the age of the sim and remove all skills earned if the sim was previously played (they usually aren't). I like them to be blank slates.*
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**Babies and moving in townies**

Of course, your population can also increase the traditional way, i.e. through babies.

You must always determine a toddler’s trait randomly. The first proper trait (when the sim ages up to child) can be chosen freely if the toddler previously reached level 3 in all toddler skills. Otherwise, this trait has to be randomized. The traits gained in later age transitions may only be chosen freely if the child/teen had an A in school. Again, those traits need to be randomized if the requirements are not met. I usually randomise traits, even when I’d be allowed to choose them myself, to make things more interesting.

> *My assignment of traits works differently. Toddlers do get a completely randomized trait like PurzelSims' original rules, however the rest are handled differently.*
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> * *When a sim ages up into a child, they get a completely randomized trait regardless of their toddler skills. The exception to this rule is if a trait is completely useless. For example, if a child rolls Child of the Islands and I don't plan to unlock Sulani in their lifetime.*
> * *When a sim ages up into a teen, I roll a six-sided dice to determine which of their parents' traits they get. I really like this system because it makes traits feel almost genetic, If a sim rolls to have a trait that is only available to young adults, I will give them that trait when they become a Young Adult and give them a trait of my choosing instead.*
> * *When a sim ages up to a young adult, they get a trait of my choosing.*
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You can also marry townies and move them in with your played sims once you unlocked townies, increasing your population that way. However, skills, career progress or other achievements those townies made prior to moving them in does not count towards unlock requirements. (Former) Townies also can’t contribute to unlocking things, unless a CAS point is spent on them when they move into an active household. You may decide this on a case-by-case basis.
So Townie A may be “just” a spouse with the sole purpose of helping bring the next generation into the world, while Townie B is moving in after a CAS point has been spent on them, being a full resident and unlocking things in their own right.

> *I do not use townies at all. They don't generate thanks to NPCC (provided the mod isn't broken anyway!). All of my sims will always either be born in-game or earned through CAS Points. If you see a randomly generated townie in the background of any of my screenshots at any point in time... no you didn't. ;)*
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**Joker (Completing Aspirations)**
Whenever a sim completes a unique adult aspiration, you can choose between two rewards:

> **Reward One:** Choose between two special rewards the next time one of your sims reaches level ten in the charisma skill:
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> That charisma point counts for BOTH a new spot in the entertainment career AND a new resident. So you get a new opening in the career and can move in a new sim.
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> For the new sim moving in you may roll an 8-sided dice and add the corresponding number of sims as new residents (you may split it into two households if you roll a four or higher).
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> **Reward Two:** Use the completed aspiration as a JOKER for any unlock requirement.
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Please note, with the second reward, you can’t skip steps, So you can’t just decide to unlock the gym if nobody has even reached level 10 of the fitness skill to unlock the athletic career, which is required to unlock the gym. You could use the aspiration JOKER to unlock the athletic career though, as there are no previous unlocks necessary for that one. If you already had the fitness career unlocked, then you could use the JOKER to unlock the gym.
An aspiration that also serves as an unlock requirement can’t just be completed once and serve as a “JOKER” and a normal unlock at the same time. It’s either one or the other. It would have to be completed twice to count for both.

> *While the rules state that an aspiration can only be completed ONCE to count as a JOKER, I decided that they can be used again... but only in two generations. If Sim A (gen 1) completes the Bodybuiler Aspiration, then no one can complete that aspiration again until their grandchild's generation (gen 3).*
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### **Optional Rules**

Good Friends: Require all sims to be Good Friends with the founder or their heir to have their achievements counted towards unlocking new features.

> *I don't use this rule.*
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No free money: Whenever a household is split by a sim moving out on their own, they don’t get the free 20.000 in family funds. Instead, all money they take with them must be deducted from the original household. New residents still get the 20,000 starting funds. We’ll just pretend they brought that with them from their old life. Or you could take that away from them too and have them start off on an empty plot of land.
PurzelSims prefers determining their sims’ starting funds randomly, usually an amount between 10.000 and up to 50.000 simoleons (the upper limit can vary depending on the sim). PurzelSims also plans on having their sims pay for community lots in their newest BACC save, taking half of their weekly bills and putting that in a community fund. Sims may donate to that fund to increase it. All community lots need to be funded from this fund.

> *I use this rule. For CAS Point residents, I roll a 10-sided dice to decide how much money they get, 1 being 1,000, 9 being 9,000 and 0 being 0. Sims cannot get more than 9,000 simoleons to start out in a new household, which is why I normally have them move in with a pre-existing family. If they move in with a pre-existing family they don't get a single simoleon. I don't pay for community lots.*
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### **Schools**

**Schools are unlocked once you have:**

* at least five children or teens in the town
* one (young) adult sim reach level 6 in at least three different skills or have a sim in the educational career

### **Contraception**

When your Sims start out in the new town they don’t have any medical facilities available. That also means no access to contraception.

So, each time your sims feel the urge to woohoo use a random number generator (random.org) to pick a number between one and six. You may also choose to roll a dice if you have one available. If you roll anything between one and five you can choose the “Woohoo” option. If you roll a six your sims need to choose the “Try for Baby” option.

Optional: Once your female sim reaches the adult life stage you may choose to drop fertility rates by using the random number generator and roll a number between one and ten. If you roll a ten your sims will have to “Try for Baby” instead of regular woohoo.

If you are using MC Command Center, which I highly recommend for ease, you can just set the Risky Woohoo chance to 17 %.

**To unlock contraception you need to either:**

> **(GTW)** Unlock the hospital (i.e. have a sim work in the doctor career)
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> Have a sim reach level 10 in the herbalism skill
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> Have a sim reach level 10 in the logic skill if you don't own Outdoor Retreat
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You can always freely choose to use the Try for Baby option. This rule only restricts the use of regular woohoo.

### **Townies**

You are not allowed to interact with the townies the game randomly generates. To unlock townies, including CAS Point Townies, you need to throw five gold medal parties. Four of these parties need to be unique. For your fifth party, you can choose to either repeat one party type or - if you have additional party types installed via DLC or mods - try your luck at another party type.

Also, while we are on the topic of townies: You can make any sim you don’t want to actively play anymore a townie by marking them as unplayed whenever you want. Their past unlock achievements will still count (for example, a maxed skill for a career), but they can’t unlock anything new from that point onward. Beware, if you want to play this sim again in the future you will have to use a CAS Point.

Feel free to delete unwanted townies generated by the game if you only want YOUR sims to make up the town population. You can also use mods to keep townies from generating altogether.

### **Electricity**

Your sims don’t have electricity or access to proper plumbing in the beginning of the challenge. All lots need to have the Off-the-Grid lot trait when you first start out. It is only removed once electricity has been unlocked, i.e. by a sim reaching level 10 in the handiness skill. Once electricity and plumbing have been unlocked the Off-the-Grid lot trait isn’t mandatory anymore, but you can still choose to use the trait.

### **Services**

Services are unlocked once you have at least ten households in your town.

**Nanny/Daycare:** The Nanny and sending your little ones off to daycare when all your grown-up sims leave the lot are considered services, so no leaving them behind until you have services unlocked. If you have the Parenthood GP you also need to have a sim reach level 10 of the parenting skill for daycare and the nanny services to be unlocked. Adoption (of both children and pets) counts as a service.

### **Travelling / Vacation**

Living in a remote part of the world, your sims can’t just pack up and leave for a bit of a vacation or shopping in the big city. This restricts both vacation worlds as well as travelling to other worlds (i.e. going from Willow Creek to Oasis Springs).

For travelling between worlds that haven’t been unlocked, the following requirements need to be met:

> Unlock services
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> One sim from the travel group needs to have maxed out the Photography skill
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> For travel to a non-destination world the travelling household needs to pay 5.000 Simoleons for the trip, since no proper transportation to that world has been organized yet.
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For traveling between world that have been unlocked:

> You can travel freely between these worlds since transportation has been set up by your town.
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You may only travel to other worlds once per day as travelling takes time. For example, Sim A visited San Myshuno on Tuesday afternoon to do some shopping and visit one of the nightclubs. They can go anywhere in San Myshuno and they can travel back home afterward, but they cannot go on a trip to Sulani until Wednesday morning.
For Vacations to a destination world you must complete all of these:

> Unlock services
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> Reach level 5 of the Photography skill
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> Retail lots (GTW)
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For your sims to be able to buy and run retail lots (this includes restaurants, vet clinics or any similar lots added to the game later) Townies need to be unlocked first.

### **Clubs (GT)**

For having clubs you need a sim that can bring people together! So to unlock it a sim has to complete Party Animal Aspiration

### **Apartments and Cultural Festivals (CL)**

There are no special requirements for living in apartments or attending Cultural Festivals. Your sims may do so freely once San Myshuno has been unlocked. Your sims may even visit festivals before San Myshuno has been unlocked properly if they have the cash to spare (see “Travelling” above).

### **Lot Traits**

There are no restrictions to negative lot traits as well as the Clothing Optional and Off-the-Grid lot traits. The following lot traits are considered to be “negative”:

* Creepy Crawlies
* Cursed
* Filthy
* Gremlins
* Grody
* Haunted
* Mean Vibe
* Quake Zone
* Volcanic Activity
* Clothing Optional
* Off-The-Grid

All other lot traits are unlocked via completion of the Mansion Baron aspiration.

### **Pets (C&D)**

There are no specific requirements for pets as such. You may have them from the start, but no visits to the vet until the vet clinic has been unlocked (at veterinarian skill level 10). It’s up to you to either tolerate sick pets all over the town, find a way to treat them without a proper vet in town, or just wait until the vet has been unlocked.

### **Money Tree (S)**

The Money Tree is a tricky plant that requires a special amount of care. Not just any sim will have the knowledge and expertise necessary to care for it properly. To be able to have a money tree, one sim in town needs to have:

* Completed the gardener career
* Maxed out the gardening skill

### **University (DU)**

Students may enroll in university and remain at home once a sim has completed the Professor career branch in the Education career. Refer to the rules about unlocking Britechester to find out when sims can actually study and live on the campus.

### **Tiny House  (TL)**

The first sim that wants to live in a tiny house needs to have the Needs No One reward store trait and has lot traits unlocked

### **Plopsy (TL)**

If you want to use the services of Plopsy you must have unlocked Services and a sim must first have completed the Lord/Lady of the Knits aspiration.

### **Trendi App (HSY)**

Have unlocked electricity & services, have 20 Teens or Young Adults in your world and have a retail lot

### **New Worlds**

Your town starts out in one of the available home worlds. Note that San Myshuno, Del Sol Valley, and Britechester are not valid starting worlds. You can freely build in the starting world. Residential lots are unlocked by default but community lots are not.

Unlocking new worlds depends on the world you want to unlock. Some worlds are unlocked by default requirements listed below, some have more specific unlock requirements and some depend on the world you chose to start off with.

**Default Worlds**

Willow Creek, Oasis Springs, Newcrest, Windenburg, San Myshuno, Brindleton Bay, Tartosa

**Requirements to unlock Default Worlds:**

* **Second world:** four community lot types unlocked
* **Third world:** seven community lot types unlocked
* **Fourth world:** ten community lot types unlocked
* **Fifth world:** all community lot types unlocked
* **Sixth world:** Fabulously Wealthy aspiration (this doesn’t have to be the last world, if the aspiration is completed before all community lot types are unlocked it can be an earlier unlock)

Any subsequent world after the sixth can be unlocked by completing one of the Fortune aspirations. Currently this only applies when you choose one of the worlds with special unlock requirements for your starting world.

(CL) With City Living, reaching the top of the Charity Organizer branch of the Politics career can be used to replace three lot unlocks (i.e. you’d still need one community lot type unlocked to get a second world using this option) or to replace the requirement for a fortune aspiration for later world unlocks.

San Myshuno can only be unlocked as the third world or later. It can’t be the starting or second (first additional) world!

(IL) If you start your BACC on Sulani the second world is unlocked once you reach level 10 in the conservationist career, the island has been restored to its full glory and baby sea turtles have hatched. In that case the requirements for a second world will actually unlock the third word for you etc.

(SE)  If you start your BACC in Mt Komorebi the second world is unlocked once you’ve unlocked the Onsen and reach level 10 in rock climbing.

**Special worlds**

* **Magnolia Promenade:** To unlock, you must have 4 sim owned businesses anywhere in the world
* **Forgotten Hollow:** To unlock, a sim must reach Level 15 Vampire Lore
* **Del Sol Valley:** A sim must reach Fame Rank 3
* **StrangerVille:** A sim must get pregnant via Alien Abduction or reach Level 10 (Covert Operator) of the Military Career.
* **Glimmerbrook:** Complete either the Master Vampire, Archaeology Scholar or Painter Extraordinaire Aspiration.
* **Britechester:** A Teen must have an A+ and 10,000 simoleons, and a sim must’ve previously completed the Academic Aspiration. (Once a sim has completed the Professor Branch of the Education Career sims may go to university but remain on their home lot.)
* **Evergreen Harbor:** Complete Eco Innovator Aspiration.
* **Mt. Komorebi:** Have 2nd world and vacations unlocked
* **Sulani:** Complete Freelance Botanist Aspiration
* **Copperdale:** Have schools unlocked

### **Community Lots**

All community lots except the park require townies to be unlocked first (throw five gold medal parties).

> **Library**
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> Reach level 10 of the author career branch.
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> **Museum**
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> You must meet the painting and sculpture requirements of a museum lot type by having your sims create masterpieces. This means your sims need to paint 10 masterpiece paintings and craft 10 sculptures of excellent quality. This does not need to be fulfilled by one sim; the whole town can help.
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> You then need to place those items on the lot that will be your museum, either by doing so directly after the item is created or later on when you decide on building the museum. The important part is that ten masterpiece paintings and five excellent sculptures need to be on the lot when you open your museum.
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> **Bar**
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> Have at least ten sims aged teen and above living in your town AND
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> Reach the top of the mixologist career branch
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> **Gym**
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> Reach level 10 of bodybuilder career branch
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> **Lounge**
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> Option 1: Reach level 10 of the comedian career branch
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> Option 2: Reach level 10 in the comedy, piano and violin skills (one of the instrumental skills may be replaced with the singing skill (CL) or the organ skill (Vampires))
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> **Nightclub**
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> Option 1: Reach level 10 of the musician career branch
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> Option 2: Maximise of both the dancing and DJing skills (GT)
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> **Park**
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> Have at least three families (i.e. at least one parent and child living in a household of their own) living in your town
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> Reach level 10 of the gardening skill
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> **Pool**
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> Have experienced at least one heatwave (only with Seasons) AND
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> Option 1: Reach level 10 in wellness skill (SD) and fitness skill
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> Option 2: Reach level 10 in the professional athlete career branch
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> **(SD) Spa**
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> Reach level 10 in wellness skill
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> **(GT) Café**
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> Option 1: Reach level 10 in baking skill (GTW)
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> Option 2: Reach level 10 in gourmet cooking skill
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> **(DO) Restaurant**
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> Option 1: Reach the top of the culinary career (chef branch)
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> Option 2: Maximise all three cooking-related skills (cooking, gourmet cooking and baking (the baking skill can be replaced with the mixology skill if you don’t have GTW).
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> **(CL) Arts Center**
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> Reach level 10 in two of the following skills: painting, instruments, flower arranging or handiness
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> Reach level 10 in mixology
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> **(CL) Karaoke Bar**
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> Reach level 10 in both the singing and mixology skills
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> **(C&D) Vet Clinic**
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> Unlocked by maxing the veterinary skill
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> **(IL) Beach**
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> Complete the Beach Life aspiration.
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> **(DU) University Commons**
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> Unlocked along with Britechester; no CAS points provided.
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> **(EL) Community Space**
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> Unlocked by default when you start the challenge. No CAS points provided.
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> **(SE) Onsen**
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> Option 1: Reach level 10 in Skiing
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> Option 2: Reach level 10 in Snowboarding
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> **(MWS) Wedding Venues**
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> Complete all 6 of the MWS events
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> **(HSY) High School**
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> Have schools unlocked
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### **Careers**

Once the requirements to get an opening in a career are met one sim of your choice may get a job in these careers – unless otherwise stated. Your sims may not take up careers until you have at least five households living in your town.

Each unlock only counts for one position in the career (= opening). The position does not need to be filled by the unlockee. If you want to have a second sim in any given career, you need to fulfil the unlock requirements again.

Once a sim has reached level 10 in a career (branch) that career (branch) has up to three openings (with no additional skill/unlock requirements). Once all career branches have been unlocked (i.e. a sim reached level 10) you get unlimited openings in that career.

Some of the careers have additional unlock requirements for the separate branches. In this case, you mustn’t be promoted to the level where you need to choose between both branches unless you have unlocked that branch. If you are promoted to the branch before unlocking it, your sim needs to quit their job immediately. You can prevent being promoted by not fulfilling all the promotion requirements.

#### **Part time jobs:**

Townies need to be unlocked before you may take up part-time jobs.

> **Babysitter:** Reach level 10 in the parenting skill (may be replaced with logic if you don’t own Parenthood).
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> **Barista:** Have a café in town.
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> **(IL) Diver:** Have a sim in the Marine Biologist career branch.
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> **Fast Food Employee:** Have a restaurant in town.
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> **(IL) Fisherman:** Reach level 10 in the fishing skill.
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> **(IL) Lifeguard:** Have a beach in town.
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> **Manual Laborer:** Reach level 10 in the handiness skill.
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> **Retail Employee:** Have a retail business in town.
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> **(HSY) Simfluencer:** Reach level 10 of the entrepreneur skill and media production skill
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> **(HSY) Video Game Streamer:** Reach level 10 of the video gaming skill and level 10 of the charisma skill
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> **Odd jobs:** No specific restrictions, except for unlocking part-time jobs.
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> **Freelance Programmer:** Reach Level 10 Programmer Skill
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> **Freelance Artist:** Reach Level 10 Painting Skill
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> **Freelance Writer:** Reach Level 10 Writing Skill
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> **(M) Fashion Photographer:** Reach Level 5 Photography Skill
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> **(Para) Paranormal Investigator:** Reach Level 5 Medium Skill and have the Paranormal Investigator trait
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> **(EL) Crafter:** Reach Level 10 Fabrication or Juice Making Skill
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#### **Regular Careers:**

> **Athletic career:** Reach level 10 of fitness skill
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> **Astronaut career:**
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> * **Option 1:** Reach level 10 in rocket science skill
> * **(GTW) Option 2:** Reach the top of the scientist career
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> **Business career:**
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>
> * **(GTW)/(DO) Option 1:** Have at least three sim-owned businesses (Note: Both retail lots and restaurants count as businesses. For a business to count it must have been open for at least 24 hours in the week before you used it to unlock the career or before you made the household owning the lot inactive. In the case of a restaurant the played sim must have been on the lot, actively working in the restaurant.)
> * **Option 2:** Complete the Fabulously Wealthy aspiration
>
>
> **Criminal:** Reach level 10 of mischief skill
>
>
> **Culinary:** Reach level 10 in cooking skill OR level 10 in baking skill (GTW)
>
>
>
> * **Mixologist branch:** reach level 10 in mixology skill
> * **Chef branch:** reach level 10 in gourmet cooking skill
>
>
> **Entertainer:** Reach level 10 in charisma skill
>
>
>
> * **Musician branch:** Reach level 10 in one instrumental skill OR level 6 in two instrumental skills
> * **Comedian branch:** Reach level 10 in the comedy skill
>
>
> **Painter:** Reach level 10 in the painting skill
>
>
>
> * **Master of the Real branch:** Have 10 "paint from reference" art pieces on your home lot
> * **Patron of the Arts branch:** Have a museum in your world.
>
>
> **Secret Agent:** Have at least one sim in both the criminal and the detective career (GTW) (OR two sims in the criminal career, if you don’t have GTW)
>
>
>
> * **Diamond agent branch:** Sim needs to have the good trait
> * **Villain branch:** Sim needs to have the evil trait
>
>
> **Style Influencer:**
>
>
>
> * Unlock Townies
> * Reach level 10 in the painting skill
> * The first sim intending to join the career needs to have both the Observant and Creative Visionary reward traits OR complete the Leader of the Pack aspiration (GT)
>
>
> **Tech Guru:** Unlock electricity
>
>
>
> * **Start-up entrepreneur branch:** Reach level 10 of programming skill
> * **E-Sport gamer branch:** Reach level 10 of video gaming skill
>
>
> **Writer:** Reach level 10 of the writing skill
>
>
>
> * **Author branch:** Complete the Bestselling Author Aspiration
> * **Journalist branch:** Have 10,000 social media followers
>
>
> **(GTW) Doctor:**
>
>
>
> * Unlock townies AND
>
>
> * **Option 1:** Reach level 10 of herbalism skill
> * **Option 2:** Have at least 20 sims living in your town AND one child that completed the Whiz Kid aspiration
>
>
> **(GTW) Detective:**
>
>
>
> * Unlock townies AND
>
>
> * **Option 1:** Unlock the Criminal career
> * **Option 2:** Have at least ten households
>
>
> **(GTW) Scientist:**
>
>
>
> * Unlock townies AND
>
>
> * **Option 1:** Reach level 10 in fishing skill
> * **Option 2:** Complete one of the collections (this requirement is fulfilled when the game considers a collection to be complete; so there is no need to collect additional EP/GP items in the list that aren’t included in the “official” count)
>
>
> **(GT) Politician:** Reach level 10 in the charisma skill
>
>
>
> * **Politician branch:** Have at least ten households AND a second world unlocked
> * **Charity Organizer branch:** At the start of the challenge, one position in this career is open to your founder. Once they reach the top of the career branch, it becomes unlocked, with the usual restriction applying (only three positions in the branch until all careers have been unlocked).
>
>
> **(GT) Social Media:** Unlock electricity and a second world
>
>
>
> * **Internet Personality branch:** Reach level 10 in the comedy skill
> * **Public Relations branch:** Reach level 10 in the Journalist career branch
>
>
> **(GT) Critic:** Reach level 10 in the writing skill
>
>
>
> * **Art Critic branch:** Unlock the museum OR reach level 10 in both the painting skill and one instrumental skill
> * **Food Critic branch:** Reach level 10 in the gourmet cooking skill OR have one restaurant (DO) run by one of the residents open in town
>
>
> **(S) Gardener:** Unlock the park
>
>
>
> * **Botanist branch:** Reach level 10 in Gardening
> * **Floral designer branch:** Reach level 10 in Flower arranging
>
>
> **(GF) Actor:** Unlock Del Sol Valley and have a sim with level 10 acting skill
>
>
> **(SV) Military:** Reach level 10 in the fitness skill OR complete the StrangerVille Mystery aspiration
>
>
>
> * **Officer branch:** Reach level 10 in Charisma
> * **Covert Operator branch:** Reach level 10 in Logic
>
>
> **(IL) Conservationist:** Unlocked along with Sulani. If you start out on the island one spot in the career is free at the beginning of the challenge, instead of the usual free opening in the politics career.
>
>
>
> * **Environmental Manager branch:** Restore the island and reach level 5 in the photography skill.
> * **Marine Biologist branch:** Reach level 10 in the fishing skill.
>
>
> **(DU) Education:** Reach level 10 of the Parenting OR the Research & Debate skill
>
>
>
> * **Administrator branch:** Reach level 10 Charisma
> * **Professor branch:** Reach level 10 Logic
>
>
> **(DU) Engineer:** Reach level 10 of the Robotics skill
>
>
>
> * **Computer Engineer branch:** Reach level 10 Programming
> * **Mechanical Engineer branch:** Reach level 10 Handiness
>
>
> **(DU) Law:** Reach level 10 of the Research & Debate skill
>
>
>
> * **Judge branch:** Reach level 10 Logic
> * **Private Attorney branch:** Reach level 10 Charisma
>
>
> **(EL) Civil Designer:** Reach level 10 of the Fabrication skill
>
>
> **(SE) Salaryperson:** Reach level 10 Business Career
>
>
>
> * **Expert Branch:** Reach level 10 Programming Skill
> * **Supervisor Branch:** Reach level 10 Charisma Skill
>
>
>

### **Notes by Melsie**

#### **Seasons**

Seasons lasted for 7 days until Year 10 of my BACC. From Year 10 onward they last for 14 days.

One household is played for 7 days, which means in one "BACC Year" I get to play 8 total households, 2 per season.

#### **Lifespan**

I've definitely fudged around with aging during the course of my BACC, but I usually only changed it after completing a rotation so that all sims' ages would remain in sync. I play with modified aging using MC Command Center. My current settings are as follows:

#### **Human Lifespan**

* **Pregnancy:** 3 days
* **Baby:** 3 days
* **Toddler:** 16 days
* **Child:** 18 days
* **Teen:** 20 days

* **Young Adult:** 28 days
* **Adult:** 60 days
* **Elder:** 20 days

> *Including pregnancy, it takes 60 days for a sim to grow up into a young adult. This is the equivalent of the adult life stage, meaning parents that have children as adults will be elders by the time their children reach young adulthood. In my mind, the adult life stage begins at 30 years old and the elder life stage begins at 60 years old so it's not completely accurate since teens would age up to young adults at 18... but I didn't want to make the adult stage any longer.*
> *My elders have dice rolls at the end of each round to determine if I add or remove days from their lifespan, making elder deaths a bit more random. With this system sims could live forever... but they'd have to get really lucky and constantly roll good numbers.*
>
>

#### Elder Dice Rolls

Starting at the end of their first week in the elder life stage, sims will have to roll every round to determine if they get extra days added to their lifespan or if they have less time. This is optional, but you can also subtract a day for every aspiration they've completed in their lifetime.

Please note, substracting means they live longer, adding means they will reach the end of their life stage quicker. Ideally you'd want to subtract (i.e. for the "regular elders" you'd want a 3, not a 10).

If you feel like your sims have been elders for too long you can always stop the dice rolls and let them go. I personally only use dice rolls for five rotations and then let their lifespan run its course.

> **For regular elders that don't have any of the traits listed below, please roll a D10.**
>
>
> * 1 = Subtract 1 day
> * 2 = Subtract 2 days
> * 3 = Subtract 3 days
> * 4 to 8 = No change
> * 9 = Add 1 day
> * 10 = Add 2 days
>
>
> **For elders with the active, dance machine, health nut\*, calm\*, cheerful\* or loves outdoors traits, please roll a D10**
>
>
>
> * 1 = Subtract 1 day
> * 2 = Subtract 2 days
> * 3 = Subtract 3 days
> * 4 = Subtract 4 days
> * 5 to 9 = No change
> * 10 = Add 1 day
>
>
> **For elders with the lazy, hot-headed, slob, gloomy, clumsy or glutton traits, please roll a D10**
>
>
>
> * 1 = Subtract 1 day
> * 2 to 6 = No change
> * 7 = Add 1 day
> * 8 = Add 2 days
> * 9 = Add 3 days
> * 10 = Add 4 days
>
>
> *\* These are modded traits from Kuttoe's New Emotional & Spa Day Traits.*
>
>

#### **(C&D) Dog Lifespan**

* **Puppy:** 3 days
* **Adult:** 28 days
* **Elder:** 20 days

#### **(C&D) Cat Lifespan**

* **Kitten:** 3 days
* **Adult:** 30 days
* **Elder:** 22 days

#### My Spreadsheet

I have a detailed spreadsheet to document everything. It can be tedious to update but I find it incredibly helpful in the long run. You can find an empty version of the spreadsheet right here. Feel free to modify it for your own needs.

To use it in Google Spreadsheets create a new spreadsheet, click “file” and then “import”. Choose the BACC Spreadsheet file from your computer. There you go!

#### **Some Mods I Use**

These are my MUST HAVE mods for my general enjoyment of the game. I have way more than that. The game is incredibly volatile, especially with patch updates, so mods are subject to get added, removed, updated & renamed as necessary. This list may be incredibly outdated so use it at your own risk.

* MC Command Center
* UI Cheats
* More Columns in CAS
* Various Mods by LittleMsSam
* Various Mods by Bienchen
* Various Mods by Lumpinou
* Various Mods by KiaraSims4Mods
* Personality Mod + Hobby Mod
* Emotional + Spa Day Traits
* Lifetime Aspirations v05
* Cherished Moments
* Storytelling Socials
* Skilled Homework (Child+Teen)
* Custom Degrees + University Costs More
* Trade School Mod
* 15 Clubs Per Sim
* Shorter / Less Phases
* Less Teen Mood Swings
* All Worlds Are Residential
* Unlimited Likes and Dislikes
* No Skilling for Inactive Sims