Neanderthal Rules found on this page.
Egypt Era:
Basics: Humanization has progressed from the stages of early life. Egypt rises under the rule of only the richest, upper-class elite, and in comes the first period of great learning.
Egypt is a separate kingdom, a shopping district subhood of your Neanderthal/Africa kingdom.
Please note this is only 1 generation. Egypt will be a separate kingdom that will continue during the next era. That is part of why only 1 generation, and also so that you can actually get to later eras.
When speaking of sims in other households, African sims don't count. They are completely separate. Egyptians and Africans don't marry each other. Consider Africans to be isolated from the rest of the world and developing separately.
African Note: African Nation during the Egyptian Stage is played by a different set of rules and will be on a separate page.
CAS Note: No making extra families in CAS after Egyptian stage begins.
Career Note: Egyptians may not have castaway or simstone careers, including witches.
Marriage Note: Don't panic on the lack of genetic variety. The Egyptian era is likely to end before the Egyptians kids are old enough to marry. There will be more Egyptian households added at the end of this era for the sake of marriage.
EGYPT NOTE: Egyptians have many of the same basic rules as original test of time Romans. I used the same numbers for easy reference. Emperor=Pharoh, Patrician=Noble, Plebian=Craftsman, Roman Slave=Egyptian Farmers and Egyptian Slaves This is different than Rome with different rules. Roman era will be after this one.
SEASONS: Set all seasons to summer; the climate will change slightly in the next era.
Let My People Go - Read this page before playing your Hebrew slaves.
NO neanderthals move to Egypt. You will get a chance to make ethnic faces as we go along.
Note about Egyptian skintones. There is a lot of historical debate about this. Most agree that ancient Egyptian skin was very dark. At some point lighter skintones are introduced to Egypt, particularly for the upperclass. For the sake of this challenge, Egyptians and Hebrew slaves may be skins 2-4. They may all be the same skintone or a mix of 2, 3 and 4. Egyptians may have any hair or eye color you wish. I did research, Egyptian mummies have been found to have all hair colors including red and blonde - but both of those were rare.
Create the following in CAS:
Royal couple plus 2 male hebrew slaves. You may create them in the same household or make slaves separately and add to household. You can change the slaves' last names when you play the household using Christianlov's painting. Roll die for aspiration, pharaoh 5 times, queen 3 times, Hebrew slaves 5 times. If family rolls up for slave, choose it.
Noble couple, aspiration roll 3 times
Craftsman couple, aspiration roll 4 times
Farmer couple, aspiration roll 5 times
10 Hebrew couples (10 households) aspiration roll 5 times, choose family if it comes up
Every Egyptian Household
Begin with one sapling (giving tree from Sun and Moon Factory at the Plumbob Keep) and may plant right away.
No oven, stove or grill until you can get branches from tree, about a sim year.
One cactus from the fetch water set from the Sun and Moon Factory at the Plumbob Keep
If you are using this mod: Water Required For Baths/Showers - Semiglobal Mod with the fetch water set....
You may replace every cactus on the lot with a fetch water cactus, or add one if you made the lot or there aren't any. And 1 fetch water limited rock if there is a lake. Don't add a lake if the lot doesn't come with one. If you are building lots, not everyone gets a lake. Like maybe only royalty...possibly nobility.
Must begin with at least one animal of a specific kind. Preferably real (really a cat or dog, or animated animal that can reproduce). See each class for type of animal.
First Round
1) Take note of what season it was at the end of the Neanderthal era. Which #, because I know it was winter! Also which day in the season. You will play the Egyptians until every household ends on that day. Then play rounds as you usually would for both kingdoms.
2) No that doesn't have to be all in 1 round! Just keep playing Egyptian rounds until they all match up. They might all end on different seasons, but all the same numbered season.
3) Why? So they are all somehow moving along in the same timeframe. And because most people are sick of the Neanderthals by the next era. Once you get back to them you might be missing them a little.
4) This could mean that you play your Egyptians for one day, or up to 4 seasons before playing Africans (Neanderthals). That is ok!
5) If neanderthal era ended in the first season you may choose to do as above or do the following. Set up each Egyptian household without playing. Then play Africans until the last day of the first season, since that is the day new households begin. Then play households as usual.
Interactions Between Classes and Households
In the Neanderthal era people of other households don't know each other until an arranged marriage and the new bride starts autonomously greeting her relatives. Egyptians are almost as extreme. Some of this won't apply until the next era because you simply won't have more than one family of each class until then.
Egyptians generally operate the same way as the Neanderthals did when greeting, except for a whole lot of "unless" situations:
1. When moving in to a new home sims only greet the welcome wagon if they're from their class or they're related. In the first round that would only be the Hebrew slaves greeting each other.
2. If they want to make a friend, and they have made friends with every member of their household, and everyone who can be pregnant in their home already is, then they can. With the most appropriate (class-wise) person in their list.
2A. Vacation natives and tourists (as opposed to service npcs at vacation places) may count as any class as long as they're not playable yet. (As in you haven't married them or something.) This includes the paradox of them being treated as equals by royalty and slaves alike. Like their class is not set until they're wed.
2B. Service npcs are in a similar unset class state, but only between craftsmen, farmer and slave, not royal or noble.
2C. Witches are Egyptian Priests, noble class, see Witches rules below.
2D. If an npc has a crown for their hairstyle you may consider them royalty instead of whatever they are if you choose.
2E. They do not befriend someone 2 classes apart from them on their phone list if there is someone closer to their class in Egypt that they simply haven't met yet.
2F. If they are attempting to befriend a sim outside their class and they won't come over, you may not call to chat. It would take more to befriend someone of another class. Unless they are npc, then they may chat. May still greet if they happen to walkby.
2G. Sims don't attempt to befriend prostitutes or invite them over. That makes it too easy for the prostitutes!
3. If a sim has a want to befriend a specific person who is a way different social class may invite them to parties. And if say it's a slave, you can have your slave invite them over.
4. If a sim wants to cheat with someone below their class, may invite them over regardless of status before befriending those closer to their status. (Except prostitutes, see 2G.) Or invite them to a community lot, etc. Remember if they woohoo, must have a chance of pregnancy. May have them move in permanently or temporarily for this chance.
5. HEBREW SLAVES
Hebrew slaves are more separate from the rest of Egypt. They do not attempt to befriend, marry, or cheat with the Egyptians with little exception.
5A. If a Hebrew wants to befriend a specific sim that is acceptable provided they're not a prostitute (but can visit when playing prostitutes' lot), living in the same household, an npc, or are farmers. If of a higher class may invite them to parties.
5B. If cheating must be with an npc if playing a Hebrew household. Move in if npc is female to have a chance of pregnancy.
5C. If another class wants to befriend, cheat with, or marry a Hebrew slave may do so provided rules in #2 are honored and marriage rules of their class are honored.
Pharaoh’s family:
1) Pharaoh can begin building his Palace with a bonus of $150,000. The Emperor’s family must start out with a large lot. (Alternate for people like me who don't build. You may use a downloaded lot.) Each daughter of the Pharaoh must be sent away upon marriage with a $5,000 gift. If relatives who are best friends with the Pharaoh are low in money and the Pharaoh has extra to spare, then you may subtract funds from the Palace and add them to the relative’s house. You may choose to do this using the ancient checkbook. See near bottom of page for career rewards that may be used.
1A) If Pharaoh does not have $ for dowry may use allowable aspiration reward instead, see below. Must be highest aspiration reward earned, provided allowed for the Egyptians during this era.
2) Can marry Nobles only, or other blood relatives. Men can only have a job in Politics, Military, Law, Adventurer or Slacker. May hire a maid, gardener, butler, exterminator. Just about buy anything. (Use your common sense, though. Ask yourself if Egyptians would have certain furniture. Cc makes more possibilities!)
2A) Women may get jobs in Slacker, Art, Music and Dance only.
2B) Ancient Egyptian royalty only married each other. (Other Egyptians did not marry each other's siblings.) Up to you if you want to make this rule for your Egyptian royalty.
3) If Pharaoh’s family dies out, including those that don't live in his household, then the head of one of the Noble families becomes Pharaoh. The one former Pharaoh had the best relationship with. If unknown or a tie, wealthiest wins.
4) The Pharaoh must have at least two slaves.
4B) To the Egyptians servants are service npcs. (Like hiring the maid.)
5) Original rules had no 5, so I'm skipping this number.
6) Pharaoh’s family may stop having kids after giving birth to two boys. Keep in mind, though, they could get accidentally murdered if another Sim assaults them on free-will. Also keep in mind that there is no birth control. Stop woohooing or risk more kids.
7) Teens must go to school. The heir may take a job in politics; however no other teenage jobs are allowed for anyone.
8) May take tropical vacations. See vacations section below.
9) If household is full and you want to allow possibility for babies, then may move a prince out, but moves back in if he is heir and Pharaoh dies. Adjust his household fund's to $50,000 less than Pharaoh's household.
9A) If household is full and you want to allow possibility for babies, princesses may move in with their brothers (princes, not illegitimate brothers) until a wedding is arranged.
10) Must have at least one of the following: cattle, horses, donkeys, camels, oxen, sheep, goats. The more real the better, but a "car" chariot may count as a horse. And if you must have the oxen and can't find a real one you may use a fake.
Noble Family:
1) Start with a large lot, and give family a bonus of $35,000. Noble men may take the following jobs: Politics, Military Intelligence, Architecture, Law, Adventurer, Journalism, Medicine If you are planning on having a Noble male marry a descendant of the Pharaoh, then they must have a job in Politics. Do not need to max anything to marry Pharaoh. If a daughter is planning on marrying the Pharaoh, then she must have a gift of $5,000 in her inventory.
1A) Women may get jobs in Journalism, Medicine, Slacker, Art, Music and Dance only.
1B) If does not have $ for dowry may use allowable aspiration reward instead, see below. Must be highest aspiration reward.
2) Can marry Noble and Royal, and non-heirs can marry Craftsmen.
3) May have slaves.
3A) May hire service npcs. Their "servants".
4) May stop having kids after four kids are born.
5) Must send their teens to school. No teenage jobs.
6) May own community businesses, as long as they aren’t too extravagant. Also may own farms, however a small farm requires 1 Slaves, a medium one 2 Slaves, and a large one requires 3 Slaves.
7) May go on tropical vacations. See vacations below.
8) Noble ladies do not live by themselves. If you want to free up household space for possibility of pregnancy, they may move in with a relative.
9) Non-heir men may move out. Adjust his family funds to his family's household +$35,000. (I recommend you only do this if you need space for possibility of pregnancy or for marriage. This keeps to a smaller number of households and makes your rounds faster.)
10) Must have at least one of the following: cattle, horses, donkeys, camels, oxen, sheep, goats. The more real the better, but a "car" chariot may count as a horse. And if you must have the oxen and can't find a real one you may use a fake.
Craftsman Families:
1) No jobs allowed. Craftsman make crafts. They may sell them, they may own businesses.
1A) Give family a starting bonus of $20,000.
2) May own community businesses, as long as they aren’t too extravagant.
3) May marry Nobles, Craftsmen, and service people; non-heirs may marry farmers as well.
4) Girls must have a $1,000 gift in their inventory if marrying a Noble. No gift is required for service people or farmers..
4A) If does not have $ for dowry may use allowable aspiration reward instead, see below. Must be highest aspiration reward.
5) May stop having kids after 6 are born.
6) Craftsmen are not servants. May choose to send teens to school.
7) May have slaves.
8) Non heir sons may move out. Adjust his family funds to his family's household +$20,000.
9) Must have at least one of the following: cattle, donkeys, camels, oxen, sheep, goats. The more real the better, but if you must have the oxen and can't find a real one you may use a fake.
Farmers:
1) Farmers are not slaves or servants.
1A) Must produce food doing any of these: grow crops, fish, raise farm animals, hunt, other harvestable cc such as honey. Harvestable cc must be a type of food you think Egyptians would have.
1B) Must give 1 more than half of all food harvested to their Noble. (If they harvest 6 apples, 4 to noble. 1 apple all to noble.) (Give gift or make selectable and place in inventory. They might not have a good enough relationship to accept the gift because nobles and farmers wouldn't know each other well or possibly at all.)
1C) Noble distributes part of food from farmers to their Craftsman and their Pharaoh.
1D) Give family a starting bonus of $10,000.
2) May marry any class including service people and Hebrew slaves.
2A) Non heir sons may move out. Adjust his family funds to his family's household +$10,000.
3) Farmer women are not slaves or servants and may not have a career.
4) Farmer men are not slaves or servants and may not have a career.
5) May never stop having kids.
6) Same water rules as all other Egyptians (see All Egyptian Households above)
7) May have slaves.
8) Must have at least one of the following: cattle, donkeys, oxen, sheep, goats. The more real the better, but if you must have the oxen and can't find a real one you may use a fake.
Hebrew Slaves:
1) May take jobs working for any class including farmers. They are not to be paid. Note that while any class may have a slave most likely there will not be enough to go around. At the beginning of this era only the Pharaoh has slaves. Children and older may work as slaves for the other classes. Upon marriage a Hebrew man stops serving the family and moves to his childhood home, or a new Hebrew home if there is not room in his childhood home (including possibility of pregnancy).
2) Hebrew slaves may marry any class including service people (witches too). If another Hebrew slave is available that is usually their preference for marriage. Hebrew women only marry non-Hebrew if it is not their choice. Can't exactly say no when you're a slave.
2A) Other classes may make an exception and marry a Hebrew woman if they have 3 lightning bolts for her and/or are bff with one of her male relatives.
2B) If the Hebrew slave is working in an Egyptian home, upon marriage he moves back in with relatives if he has any and there is room for 3 people. (Himself, his new wife, and extra space for them to try for baby...because if there are 8 people on the lot they can't try for baby.)
2C) If Hebrew slave must get his own place (no relatives or lack of space in all relative's homes):
If leaving family home adjust his funds to same amount as household funds as the home he is leaving - whether it's higher or lower.
If leaving Egyptian home where he was working, no bonus and no adjustment.
3) Slave women must take jobs working for any of the other classes until they are married.
4) Slave men may take jobs working for other classes. No careers.
5) May never stop having kids.
6) Same water rules as all other Egyptians (see All Egyptian Households above)
7) Must have at least one sheep or goat. The more real the better.
Community Lots
1) No coliseum, this is Egypt.
2-4) Must have at least one community lot suitable for Egyptians
5) Community lots in hood, no downtown.
6) May only purchase minimum amount of groceries and only if fridge is a negative number.
6A) Optional, Royal and Nobility may order groceries, or perhaps only if the butler orders it.
7) Place visitor controller on community lots so you can clear off anyone from Africa.
8) Egyptians don't visit lots in Africa, they would be too far away!
Buying for your Egyptians
1) All objects must look like something Egyptians would have
2) Egyptians didn't have electronics (and lots of other stuff) but if it looks like something they would have it's ok. Like telescopes that looks like rocks, tv's that look like paintings, etc.
3) Egyptians may only have items for the last era if it looks like something an Egyptians would have. Rock furniture ok, mammoth shower no, primitive wood items ok, bamboo items no, etc.
Greeting
1) May not greet walkbys unless autonomously faraway greeting. There are exceptions, see friends at the top of the page.
2) May greet sims that sneek by late at night. (Teens sometimes do this to their crushes. Also after dates.)
3) May greet anyone you invited over.
4) On community lots may only greet npcs and playable sims that faraway greet. Don't worry about the sims greeted behind your back. This happens when you bring more than one sim to the lot. You tried, right?
5) Vacations have their own rules, see below.
6) May have genie lamps! But may not greet the gypsy. Either clear her off or ignore until she leaves. If you have installed visitor controller you will need to place it on your lot and click allow gypsy. Your sims may make wishes!
Phones
1) Only nobles and royalty may hire service people.
2) No delivery except minimum for groceries and only if your fridge goes into negative. Otherwise sims can't even prepare fish. Optional: Royalty and nobility may order groceries.
3) No calling sims to chat, even if the sim won't come over.
Exception 1: May call witches to chat
Exception 2: Craftsmen, Farmers and Hebrew slaves that don't live in a royal or noble household may call service NPCs to chat.
4) No university or applying for scholarships.
5) May only ask out on dates by phone (except npcs) under these circumstances:
a) Cheating
b) Sowing oats - dating sims not elligible to marry before engaged, like for romance sims, may only do this to equal or lower class, male or female may do this, must move in females to woohoo so they have a chance of pregnancy and may keep them or move them back to their homes after which may be done with simblender
6) Egyptians may have sports parties if they have a historical t.v. like a painting t.v.
7) No outings by phone, ok in person.
8) Yes to sneaking out. Especially if you have risky sneakout. (Inteen flavorpak)
9) Yes to going out, teen thing.
10) Yes to reporting runaway teens and pets missing.
11) No headmaster, no private school.
12) May call police, but not firemen
13) May call pet adoption
14) No adoption services (human) unless a sims is orphaned by death (I move sims back into families when taken by social worker, they aren't getting off that easy! Optional for you.) Personally I prefer to move the orphans in to another household using simblender instead of adoption. This way you can have your nephew move in without him becoming a son.
NPCs
1) Egyptians may have burglar alarms if they look historical, are invisible, or are covered up. (But not fire alarms.)
2) May call for services, but not adoption service, see 14 above.
3) May interact with any service sims.
4) May not interact with regular townies, ok to interact with witches. Yes to cashiers and waiters, no to random townie wandering around.
Career Reward Objects may use during Egyptian era (and only if earned):
Punching Bag, must be a historical version (cc) purchase if needed
Lie Finder, must be a historical version (cc) purchase if needed, see Roman finds, same place as energizer
Surgical station, if default replaced
Obstacle course, may use original if desired
Tele-prompter, must be a historical version (cc) purchase if needed
Hydroponic Garden, may not use, but if earned you may plant and harvest pot, or have servants/slaves in your household do so, available at simslice, smokable
Cowplant
Resurrect o Nomitron
Golden Skull of Jumbok IV
Bookshelf of Education
Tribal Flame a la Coconut Pinball
Award for Excellence in Journalism
I Object Litigator Podium, must be a historical version (cc) purchase if needed
Drafting Table, must be a historical version (cc) purchase if needed
Aspiration Reward Objects that may be used by non-witch Egyptians (and only if earned):
Smart Milk if you have historical recolor or default
Energizer if you use a historical one which you can find in my Where Can I Find Roman section. To obtain it you must get the aspiration from the reward section, then delete it after placing. Then must purchase the caveman version in buy catalog. Yes, both at the same time.
Thinking Cap if you have historical default or recolor
Love Tub
Elixir of Life
Witches may use even more aspiration reward objects, see 6 below.
Witches - Egyptian Priests
1) Egyptian Priests are the same class as nobles. If this eliminates all of 1 class (they all became Priests) you may ignore above rule if you wish.
1B) Slaves can become witches, but are not Egyptian Priests. Call them Holy man or witches or whatever name you wish. This is what an npc witch becomes if they marry a slave.
3) No more buyable voodoo dolls. If you have this, remove from downloads folder. See vacation rules below for voodoo dolls earned.
4) Witches may not use cc that looks like it's more for a witch doctor, like the Wrath of the Gods.
5) Witches may use magical cc that you think appropriate.
6) Witches may use all aspiration rewards except Money Tree, Cool Shades, Counterfeit Machine.
7) Witches may sell magical items if you wish, including cc items and potions they make. If you wish you may restrict the ability to sell them based on their class.
Marriage
1) All marriage rules listed under classes above applies.
2) Not required to max out anything to marry Pharaoh.
3) As soon as a non-slave comes of age, marries if there is an eligible Egyptian. Do not need to know each other at all. (You can use Inge's arranged marriage arch.) You may wait until the next round to marry to not upset round order. I recommend playing upper class first so they get first pick.
4) BFF Arranged Engament Rules
a) Must be BFF with the person they are making the arrangement with, not for. Arrangement made by 2 people each with a person to marry off.
b) Who can make arrangement? Self (if not arranging with person they would marry), father (of child they want to marry off), grandfather (great grandfather etc.), mother if father is dead and is for a daughter or son, child or younger, grandmother (great grandmother, etc.) if grandfather and father dead etc like for mother, family member of higher rank
c) Can make arrangement for anyone of any age including children not yet born. (My firstborn son or daughter.)
d) Engaged as soon as arrangement is made if possible, toddler or older otherwise. This can be done with the simblender.
e) Thus engaged couples marry as soon as the man is teen or older and the lady is old enough to get pregnant.
f) Does not apply to Egyptians. (Romans have an extra rule here.)
g) If not of the same class, only the upper class person may make the arrangement.
h) If they already have marriage ties between the 2 families, no BFF arrangement is made. (But can still be married off as usual regardless of how many family ties.)
i) If making arrangements between family members (marrying cousins maybe?) then one BFF arrangement per household.
j) After the arrangement is made, may propose instead of using simblender, but must get engaged even if other person says no. May go through romantic interaction wants before forcing engagements.
k) If a BFF engagement involves a runaway bride, must marry anyway. Either immediately or in a second wedding, using arranged marriage arch.
5) When a slave comes of age may choose to keep them as a slave or have them marry. It is required for each royal household to have at least 2 slaves age child or older. Slaves in other household is optional.
Vacation
1) Pharoh (and his family), Nobles, including Priests, may go on vacation, Tropical and Far East vacations only. Lower class just doesn't travel unless they are traveling with the upperclass.
2) If you make custom vacation destinations you may decide if Egyptians are allowed to go there during this era or not.
3) Must take at least 1 slave on vacations. (Don't have to for honeymoons.) May take all slaves in your household with you if you wish. Yes that means no slaves means no vacations except honeymoons. (Or servant if they are playable and in your household. See Servants section below.)
4) May greet sims that are npc tourists (non-native) IF you have default replaced their clothes to something historical, such as this.
5) May greet, befriend, chat on phone with, invite over, marry natives. Married natives take on the class of the sim they marry.
5A) If a native is unmarried they are fair game. It is not until they wed (or are engaged) that their class is set.
5B) If BFF with native may arrange a marriage between native and another family member. See marriage rule 4 for details.
6) Same with service npcs in vacation hoods. However they aren't any class. They can be craftsman or farmer and if marrying a slave become slave. Their class is in flux like in 5A.
7) If Egyptian marries a male Twikki native, they move to the African kingdom and follow rules for African kingdom. (Not optional.)
8) If Egyptian marries a male from the Far East, create an Oriental kingdom. This couple will live there. This is optional, but highly recommended. The Orient will play a part in other parts of history.
9) During this era Egyptians do not "capture" slaves or servants.
10) May earn voodoo dolls and use them!
10A) Optional: If not a witch and there is a witch in Egypt (Priest/Priestess), must give voodoo doll as gift.
10B) Optional: Only witches can sell voodoo dolls. If sold 10A does not apply to the person who purchased it.
OPTIONAL Prostitution (In Egypt they were called Harlots.)
1) Needed items: mod or cc object that allows chance (not 100%) of pregnancy without love, ticket thing from OFB expansion to charge for sims on lot, visitor controller, simblender or something else that will clear sims off lot.
2) Set visitor controller to ban children and females (unless you want to play that way)
3) If sims from other hoods show up clear them off, it's too far to walk. Exception, if someone from vacation hood is visiting a sim in Egypt they might stop by...
4) Set ticket price to $1, then start home business.
5) After the first time, every time a prostitute woohoos on this lot increase ticket price by $1. (So the price is a dollar for every woohoo ever had on the lot.)
6) Her daughters become prostitutes as soon as they are of age.
7) If all prostitutes are pregnant may close business (with sign, not permanently by phone) until baby is born.
8) Once prostitutes can no longer bear children do not have to woohoo, but may remain on lot if there are other prostitutes there. Like being retired.
9) Must be a chance of pregnancy. If lot is too full, remove one sim. Pick first from this list possible:
a) Oldest male on lot - He is now a servant, something between Farmer and Hebrew Slave. If teen or older he may marry and move to own place. Otherwise he moves in with his father, as a servant in his own family. If the father is a Hebrew Slave they are a slave and not a servant. If he is a baby can't leave unless there is a nursing mother on the lot he's moving to. If this is the only option for moving someone out, temporarily move the mother too. She moves back into the brothel when her baby becomes toddler or when a household member becomes a nursing mother, whichever is first.
b) Oldest female that is too old to bear children. Goodbye retirement, she spends the rest of her life serving as a servant.
c) Youngest daughter not old enough to bear children. She moves in with her father as a servant, with same exceptions as in 9a
d) Only prostitutes? Send half of them to a different lot to be prostitutes there.
10) Fathers of prostitute children may arrange marriages for them. Even if they live at the brothel. I usually only do this if this fulfills a want.
11) Children of prostitutes who move out of the brothel are the lowest form of servant. But servants are still above slaves class wise.
12) If children of prostitutes move in with a Hebrew slave father they are a lower class Hebrew slave (not servants). They marry other Hebrew slave children of prostitutes that are not living in the brothel and not related. Hebrews may make exceptions to marry these lower slaves if they roll up wants or if this is their last chance to bear children before becoming too old.
Moving Service NPC's into your household
1) If a playable sim marries a service npc, the npc takes on the same class as playable sim.
2) If npc is being moved in because they are becoming a mistress (chance of pregnancy) becomes a servant, something between Farmer and Hebrew slave.
Servants in Egypt are only gained through service npc and prostitution rules. If they ever get their own place, see 8 below:
1) May take jobs working for royalty or nobles. They are not to be paid. Children may work as servants for the other classes.
2) May marry any class.
3) Servant women must take jobs working nobles or royalty until they are married.
4) Servant men may take jobs working for other classes or a job in criminal
5) May never stop having kids.
6) May have 1 fetch water cactus like all other Egyptians
7) Must have at least one cattle, sheep or goat. The more real the better.
8) Similar to Hebrew slaves, age child and older are eligible to move into Egyptian homes to work as servants, any class except Farmers. (Farmers may have slaves but not servants.) They would only get their own home if marrying or there is no room in Egyptian households for a servant. Servants can take the place of the required 2 or more slaves for royal households. (See Pharaoh rule #4.) As in 1 slave and 1 servant or 2 servants and no slaves.
8A) If moving out of family home to own home (servant home, not Egyptian home where they are working as a servant) adjust starting funds to the same as the home they just moved out of. I recommend only doing this if the lot is full and you need to make the possibility of a baby.
LET MY PEOPLE GO
This is a special scenario. Please read this page before playing your Hebrew slaves.
End of Era
Era ends after 1 generation. There is a catch. It has to be a 3rd generation sim. (They have at least one grandparent.) So if the Egyptian you made at the begining of the era has a kid who reached adulthood you're not done. However it can be the 3rd gen from Africa or America. They must reach teen. (Adult if no inteen.)
Finish the round.
After the Egyptian Era
Next is the Roman era, 1 generation. Your Africans and Native Americans will each get one additional couple. The Egyptians will get more people. (Because as it stands now their marriage options are very limited.) A Roman neighborhood will be added and populated.
This seems like a lot of sims, but you will need them. During the Dark Ages a plague will kill off many sims.
The rules for this era will be split into 5 pages, 1 for Romans, 1 for Egyptians, 1 for Africans, 1 for Native Americans, and 1 for the Orient.
The Orient will only be created if one of your Romans marries a man from the Far East vacation hood. This is very avoidable if you don't want the extra hood. And very easy to acquire if you do.
If your downloads folder is groaning, consider keeping separate folders with cc of each country. Then you can pull out the folders when you are playing the other hoods. Also good to go through and see if there is any cc you just don't use or like in your downloads folder.
Let My People Go - A special Egyptian scenario
Africa (Neanderthal) during the Egypt Era
Native Americans (play during Egypt Era)
Orient in Egyptian Era
Roman Stage (1 generation)
Native Americans during Roman Era
Africans during Roman Era
Orient during Roman Era
Dark Ages (1 Generation) - not yet written
Vikings - not yet written
Romans during Dark Ages - not yet written
Egyptians during Dark Ages -not yet written
Africans (Formerly Neanderthals and Tribals) during Dark Ages - not yet written
Egypt Era:
Basics: Humanization has progressed from the stages of early life. Egypt rises under the rule of only the richest, upper-class elite, and in comes the first period of great learning.
Egypt is a separate kingdom, a shopping district subhood of your Neanderthal/Africa kingdom.
Please note this is only 1 generation. Egypt will be a separate kingdom that will continue during the next era. That is part of why only 1 generation, and also so that you can actually get to later eras.
When speaking of sims in other households, African sims don't count. They are completely separate. Egyptians and Africans don't marry each other. Consider Africans to be isolated from the rest of the world and developing separately.
African Note: African Nation during the Egyptian Stage is played by a different set of rules and will be on a separate page.
CAS Note: No making extra families in CAS after Egyptian stage begins.
Career Note: Egyptians may not have castaway or simstone careers, including witches.
Marriage Note: Don't panic on the lack of genetic variety. The Egyptian era is likely to end before the Egyptians kids are old enough to marry. There will be more Egyptian households added at the end of this era for the sake of marriage.
EGYPT NOTE: Egyptians have many of the same basic rules as original test of time Romans. I used the same numbers for easy reference. Emperor=Pharoh, Patrician=Noble, Plebian=Craftsman, Roman Slave=Egyptian Farmers and Egyptian Slaves This is different than Rome with different rules. Roman era will be after this one.
SEASONS: Set all seasons to summer; the climate will change slightly in the next era.
Let My People Go - Read this page before playing your Hebrew slaves.
NO neanderthals move to Egypt. You will get a chance to make ethnic faces as we go along.
Note about Egyptian skintones. There is a lot of historical debate about this. Most agree that ancient Egyptian skin was very dark. At some point lighter skintones are introduced to Egypt, particularly for the upperclass. For the sake of this challenge, Egyptians and Hebrew slaves may be skins 2-4. They may all be the same skintone or a mix of 2, 3 and 4. Egyptians may have any hair or eye color you wish. I did research, Egyptian mummies have been found to have all hair colors including red and blonde - but both of those were rare.
Create the following in CAS:
Royal couple plus 2 male hebrew slaves. You may create them in the same household or make slaves separately and add to household. You can change the slaves' last names when you play the household using Christianlov's painting. Roll die for aspiration, pharaoh 5 times, queen 3 times, Hebrew slaves 5 times. If family rolls up for slave, choose it.
Noble couple, aspiration roll 3 times
Craftsman couple, aspiration roll 4 times
Farmer couple, aspiration roll 5 times
10 Hebrew couples (10 households) aspiration roll 5 times, choose family if it comes up
Every Egyptian Household
Begin with one sapling (giving tree from Sun and Moon Factory at the Plumbob Keep) and may plant right away.
No oven, stove or grill until you can get branches from tree, about a sim year.
One cactus from the fetch water set from the Sun and Moon Factory at the Plumbob Keep
If you are using this mod: Water Required For Baths/Showers - Semiglobal Mod with the fetch water set....
You may replace every cactus on the lot with a fetch water cactus, or add one if you made the lot or there aren't any. And 1 fetch water limited rock if there is a lake. Don't add a lake if the lot doesn't come with one. If you are building lots, not everyone gets a lake. Like maybe only royalty...possibly nobility.
Must begin with at least one animal of a specific kind. Preferably real (really a cat or dog, or animated animal that can reproduce). See each class for type of animal.
First Round
1) Take note of what season it was at the end of the Neanderthal era. Which #, because I know it was winter! Also which day in the season. You will play the Egyptians until every household ends on that day. Then play rounds as you usually would for both kingdoms.
2) No that doesn't have to be all in 1 round! Just keep playing Egyptian rounds until they all match up. They might all end on different seasons, but all the same numbered season.
3) Why? So they are all somehow moving along in the same timeframe. And because most people are sick of the Neanderthals by the next era. Once you get back to them you might be missing them a little.
4) This could mean that you play your Egyptians for one day, or up to 4 seasons before playing Africans (Neanderthals). That is ok!
5) If neanderthal era ended in the first season you may choose to do as above or do the following. Set up each Egyptian household without playing. Then play Africans until the last day of the first season, since that is the day new households begin. Then play households as usual.
Interactions Between Classes and Households
In the Neanderthal era people of other households don't know each other until an arranged marriage and the new bride starts autonomously greeting her relatives. Egyptians are almost as extreme. Some of this won't apply until the next era because you simply won't have more than one family of each class until then.
Egyptians generally operate the same way as the Neanderthals did when greeting, except for a whole lot of "unless" situations:
1. When moving in to a new home sims only greet the welcome wagon if they're from their class or they're related. In the first round that would only be the Hebrew slaves greeting each other.
2. If they want to make a friend, and they have made friends with every member of their household, and everyone who can be pregnant in their home already is, then they can. With the most appropriate (class-wise) person in their list.
2A. Vacation natives and tourists (as opposed to service npcs at vacation places) may count as any class as long as they're not playable yet. (As in you haven't married them or something.) This includes the paradox of them being treated as equals by royalty and slaves alike. Like their class is not set until they're wed.
2B. Service npcs are in a similar unset class state, but only between craftsmen, farmer and slave, not royal or noble.
2C. Witches are Egyptian Priests, noble class, see Witches rules below.
2D. If an npc has a crown for their hairstyle you may consider them royalty instead of whatever they are if you choose.
2E. They do not befriend someone 2 classes apart from them on their phone list if there is someone closer to their class in Egypt that they simply haven't met yet.
2F. If they are attempting to befriend a sim outside their class and they won't come over, you may not call to chat. It would take more to befriend someone of another class. Unless they are npc, then they may chat. May still greet if they happen to walkby.
2G. Sims don't attempt to befriend prostitutes or invite them over. That makes it too easy for the prostitutes!
3. If a sim has a want to befriend a specific person who is a way different social class may invite them to parties. And if say it's a slave, you can have your slave invite them over.
4. If a sim wants to cheat with someone below their class, may invite them over regardless of status before befriending those closer to their status. (Except prostitutes, see 2G.) Or invite them to a community lot, etc. Remember if they woohoo, must have a chance of pregnancy. May have them move in permanently or temporarily for this chance.
5. HEBREW SLAVES
Hebrew slaves are more separate from the rest of Egypt. They do not attempt to befriend, marry, or cheat with the Egyptians with little exception.
5A. If a Hebrew wants to befriend a specific sim that is acceptable provided they're not a prostitute (but can visit when playing prostitutes' lot), living in the same household, an npc, or are farmers. If of a higher class may invite them to parties.
5B. If cheating must be with an npc if playing a Hebrew household. Move in if npc is female to have a chance of pregnancy.
5C. If another class wants to befriend, cheat with, or marry a Hebrew slave may do so provided rules in #2 are honored and marriage rules of their class are honored.
Pharaoh’s family:
1) Pharaoh can begin building his Palace with a bonus of $150,000. The Emperor’s family must start out with a large lot. (Alternate for people like me who don't build. You may use a downloaded lot.) Each daughter of the Pharaoh must be sent away upon marriage with a $5,000 gift. If relatives who are best friends with the Pharaoh are low in money and the Pharaoh has extra to spare, then you may subtract funds from the Palace and add them to the relative’s house. You may choose to do this using the ancient checkbook. See near bottom of page for career rewards that may be used.
1A) If Pharaoh does not have $ for dowry may use allowable aspiration reward instead, see below. Must be highest aspiration reward earned, provided allowed for the Egyptians during this era.
2) Can marry Nobles only, or other blood relatives. Men can only have a job in Politics, Military, Law, Adventurer or Slacker. May hire a maid, gardener, butler, exterminator. Just about buy anything. (Use your common sense, though. Ask yourself if Egyptians would have certain furniture. Cc makes more possibilities!)
2A) Women may get jobs in Slacker, Art, Music and Dance only.
2B) Ancient Egyptian royalty only married each other. (Other Egyptians did not marry each other's siblings.) Up to you if you want to make this rule for your Egyptian royalty.
3) If Pharaoh’s family dies out, including those that don't live in his household, then the head of one of the Noble families becomes Pharaoh. The one former Pharaoh had the best relationship with. If unknown or a tie, wealthiest wins.
4) The Pharaoh must have at least two slaves.
4B) To the Egyptians servants are service npcs. (Like hiring the maid.)
5) Original rules had no 5, so I'm skipping this number.
6) Pharaoh’s family may stop having kids after giving birth to two boys. Keep in mind, though, they could get accidentally murdered if another Sim assaults them on free-will. Also keep in mind that there is no birth control. Stop woohooing or risk more kids.
7) Teens must go to school. The heir may take a job in politics; however no other teenage jobs are allowed for anyone.
8) May take tropical vacations. See vacations section below.
9) If household is full and you want to allow possibility for babies, then may move a prince out, but moves back in if he is heir and Pharaoh dies. Adjust his household fund's to $50,000 less than Pharaoh's household.
9A) If household is full and you want to allow possibility for babies, princesses may move in with their brothers (princes, not illegitimate brothers) until a wedding is arranged.
10) Must have at least one of the following: cattle, horses, donkeys, camels, oxen, sheep, goats. The more real the better, but a "car" chariot may count as a horse. And if you must have the oxen and can't find a real one you may use a fake.
Noble Family:
1) Start with a large lot, and give family a bonus of $35,000. Noble men may take the following jobs: Politics, Military Intelligence, Architecture, Law, Adventurer, Journalism, Medicine If you are planning on having a Noble male marry a descendant of the Pharaoh, then they must have a job in Politics. Do not need to max anything to marry Pharaoh. If a daughter is planning on marrying the Pharaoh, then she must have a gift of $5,000 in her inventory.
1A) Women may get jobs in Journalism, Medicine, Slacker, Art, Music and Dance only.
1B) If does not have $ for dowry may use allowable aspiration reward instead, see below. Must be highest aspiration reward.
2) Can marry Noble and Royal, and non-heirs can marry Craftsmen.
3) May have slaves.
3A) May hire service npcs. Their "servants".
4) May stop having kids after four kids are born.
5) Must send their teens to school. No teenage jobs.
6) May own community businesses, as long as they aren’t too extravagant. Also may own farms, however a small farm requires 1 Slaves, a medium one 2 Slaves, and a large one requires 3 Slaves.
7) May go on tropical vacations. See vacations below.
8) Noble ladies do not live by themselves. If you want to free up household space for possibility of pregnancy, they may move in with a relative.
9) Non-heir men may move out. Adjust his family funds to his family's household +$35,000. (I recommend you only do this if you need space for possibility of pregnancy or for marriage. This keeps to a smaller number of households and makes your rounds faster.)
10) Must have at least one of the following: cattle, horses, donkeys, camels, oxen, sheep, goats. The more real the better, but a "car" chariot may count as a horse. And if you must have the oxen and can't find a real one you may use a fake.
Craftsman Families:
1) No jobs allowed. Craftsman make crafts. They may sell them, they may own businesses.
1A) Give family a starting bonus of $20,000.
2) May own community businesses, as long as they aren’t too extravagant.
3) May marry Nobles, Craftsmen, and service people; non-heirs may marry farmers as well.
4) Girls must have a $1,000 gift in their inventory if marrying a Noble. No gift is required for service people or farmers..
4A) If does not have $ for dowry may use allowable aspiration reward instead, see below. Must be highest aspiration reward.
5) May stop having kids after 6 are born.
6) Craftsmen are not servants. May choose to send teens to school.
7) May have slaves.
8) Non heir sons may move out. Adjust his family funds to his family's household +$20,000.
9) Must have at least one of the following: cattle, donkeys, camels, oxen, sheep, goats. The more real the better, but if you must have the oxen and can't find a real one you may use a fake.
Farmers:
1) Farmers are not slaves or servants.
1A) Must produce food doing any of these: grow crops, fish, raise farm animals, hunt, other harvestable cc such as honey. Harvestable cc must be a type of food you think Egyptians would have.
1B) Must give 1 more than half of all food harvested to their Noble. (If they harvest 6 apples, 4 to noble. 1 apple all to noble.) (Give gift or make selectable and place in inventory. They might not have a good enough relationship to accept the gift because nobles and farmers wouldn't know each other well or possibly at all.)
1C) Noble distributes part of food from farmers to their Craftsman and their Pharaoh.
1D) Give family a starting bonus of $10,000.
2) May marry any class including service people and Hebrew slaves.
2A) Non heir sons may move out. Adjust his family funds to his family's household +$10,000.
3) Farmer women are not slaves or servants and may not have a career.
4) Farmer men are not slaves or servants and may not have a career.
5) May never stop having kids.
6) Same water rules as all other Egyptians (see All Egyptian Households above)
7) May have slaves.
8) Must have at least one of the following: cattle, donkeys, oxen, sheep, goats. The more real the better, but if you must have the oxen and can't find a real one you may use a fake.
Hebrew Slaves:
1) May take jobs working for any class including farmers. They are not to be paid. Note that while any class may have a slave most likely there will not be enough to go around. At the beginning of this era only the Pharaoh has slaves. Children and older may work as slaves for the other classes. Upon marriage a Hebrew man stops serving the family and moves to his childhood home, or a new Hebrew home if there is not room in his childhood home (including possibility of pregnancy).
2) Hebrew slaves may marry any class including service people (witches too). If another Hebrew slave is available that is usually their preference for marriage. Hebrew women only marry non-Hebrew if it is not their choice. Can't exactly say no when you're a slave.
2A) Other classes may make an exception and marry a Hebrew woman if they have 3 lightning bolts for her and/or are bff with one of her male relatives.
2B) If the Hebrew slave is working in an Egyptian home, upon marriage he moves back in with relatives if he has any and there is room for 3 people. (Himself, his new wife, and extra space for them to try for baby...because if there are 8 people on the lot they can't try for baby.)
2C) If Hebrew slave must get his own place (no relatives or lack of space in all relative's homes):
If leaving family home adjust his funds to same amount as household funds as the home he is leaving - whether it's higher or lower.
If leaving Egyptian home where he was working, no bonus and no adjustment.
3) Slave women must take jobs working for any of the other classes until they are married.
4) Slave men may take jobs working for other classes. No careers.
5) May never stop having kids.
6) Same water rules as all other Egyptians (see All Egyptian Households above)
7) Must have at least one sheep or goat. The more real the better.
Community Lots
1) No coliseum, this is Egypt.
2-4) Must have at least one community lot suitable for Egyptians
5) Community lots in hood, no downtown.
6) May only purchase minimum amount of groceries and only if fridge is a negative number.
6A) Optional, Royal and Nobility may order groceries, or perhaps only if the butler orders it.
7) Place visitor controller on community lots so you can clear off anyone from Africa.
8) Egyptians don't visit lots in Africa, they would be too far away!
Buying for your Egyptians
1) All objects must look like something Egyptians would have
2) Egyptians didn't have electronics (and lots of other stuff) but if it looks like something they would have it's ok. Like telescopes that looks like rocks, tv's that look like paintings, etc.
3) Egyptians may only have items for the last era if it looks like something an Egyptians would have. Rock furniture ok, mammoth shower no, primitive wood items ok, bamboo items no, etc.
Greeting
1) May not greet walkbys unless autonomously faraway greeting. There are exceptions, see friends at the top of the page.
2) May greet sims that sneek by late at night. (Teens sometimes do this to their crushes. Also after dates.)
3) May greet anyone you invited over.
4) On community lots may only greet npcs and playable sims that faraway greet. Don't worry about the sims greeted behind your back. This happens when you bring more than one sim to the lot. You tried, right?
5) Vacations have their own rules, see below.
6) May have genie lamps! But may not greet the gypsy. Either clear her off or ignore until she leaves. If you have installed visitor controller you will need to place it on your lot and click allow gypsy. Your sims may make wishes!
Phones
1) Only nobles and royalty may hire service people.
2) No delivery except minimum for groceries and only if your fridge goes into negative. Otherwise sims can't even prepare fish. Optional: Royalty and nobility may order groceries.
3) No calling sims to chat, even if the sim won't come over.
Exception 1: May call witches to chat
Exception 2: Craftsmen, Farmers and Hebrew slaves that don't live in a royal or noble household may call service NPCs to chat.
4) No university or applying for scholarships.
5) May only ask out on dates by phone (except npcs) under these circumstances:
a) Cheating
b) Sowing oats - dating sims not elligible to marry before engaged, like for romance sims, may only do this to equal or lower class, male or female may do this, must move in females to woohoo so they have a chance of pregnancy and may keep them or move them back to their homes after which may be done with simblender
6) Egyptians may have sports parties if they have a historical t.v. like a painting t.v.
7) No outings by phone, ok in person.
8) Yes to sneaking out. Especially if you have risky sneakout. (Inteen flavorpak)
9) Yes to going out, teen thing.
10) Yes to reporting runaway teens and pets missing.
11) No headmaster, no private school.
12) May call police, but not firemen
13) May call pet adoption
14) No adoption services (human) unless a sims is orphaned by death (I move sims back into families when taken by social worker, they aren't getting off that easy! Optional for you.) Personally I prefer to move the orphans in to another household using simblender instead of adoption. This way you can have your nephew move in without him becoming a son.
NPCs
1) Egyptians may have burglar alarms if they look historical, are invisible, or are covered up. (But not fire alarms.)
2) May call for services, but not adoption service, see 14 above.
3) May interact with any service sims.
4) May not interact with regular townies, ok to interact with witches. Yes to cashiers and waiters, no to random townie wandering around.
Career Reward Objects may use during Egyptian era (and only if earned):
Punching Bag, must be a historical version (cc) purchase if needed
Lie Finder, must be a historical version (cc) purchase if needed, see Roman finds, same place as energizer
Surgical station, if default replaced
Obstacle course, may use original if desired
Tele-prompter, must be a historical version (cc) purchase if needed
Hydroponic Garden, may not use, but if earned you may plant and harvest pot, or have servants/slaves in your household do so, available at simslice, smokable
Cowplant
Resurrect o Nomitron
Golden Skull of Jumbok IV
Bookshelf of Education
Tribal Flame a la Coconut Pinball
Award for Excellence in Journalism
I Object Litigator Podium, must be a historical version (cc) purchase if needed
Drafting Table, must be a historical version (cc) purchase if needed
Aspiration Reward Objects that may be used by non-witch Egyptians (and only if earned):
Smart Milk if you have historical recolor or default
Energizer if you use a historical one which you can find in my Where Can I Find Roman section. To obtain it you must get the aspiration from the reward section, then delete it after placing. Then must purchase the caveman version in buy catalog. Yes, both at the same time.
Thinking Cap if you have historical default or recolor
Love Tub
Elixir of Life
Witches may use even more aspiration reward objects, see 6 below.
Witches - Egyptian Priests
1) Egyptian Priests are the same class as nobles. If this eliminates all of 1 class (they all became Priests) you may ignore above rule if you wish.
1B) Slaves can become witches, but are not Egyptian Priests. Call them Holy man or witches or whatever name you wish. This is what an npc witch becomes if they marry a slave.
3) No more buyable voodoo dolls. If you have this, remove from downloads folder. See vacation rules below for voodoo dolls earned.
4) Witches may not use cc that looks like it's more for a witch doctor, like the Wrath of the Gods.
5) Witches may use magical cc that you think appropriate.
6) Witches may use all aspiration rewards except Money Tree, Cool Shades, Counterfeit Machine.
7) Witches may sell magical items if you wish, including cc items and potions they make. If you wish you may restrict the ability to sell them based on their class.
Marriage
1) All marriage rules listed under classes above applies.
2) Not required to max out anything to marry Pharaoh.
3) As soon as a non-slave comes of age, marries if there is an eligible Egyptian. Do not need to know each other at all. (You can use Inge's arranged marriage arch.) You may wait until the next round to marry to not upset round order. I recommend playing upper class first so they get first pick.
4) BFF Arranged Engament Rules
a) Must be BFF with the person they are making the arrangement with, not for. Arrangement made by 2 people each with a person to marry off.
b) Who can make arrangement? Self (if not arranging with person they would marry), father (of child they want to marry off), grandfather (great grandfather etc.), mother if father is dead and is for a daughter or son, child or younger, grandmother (great grandmother, etc.) if grandfather and father dead etc like for mother, family member of higher rank
c) Can make arrangement for anyone of any age including children not yet born. (My firstborn son or daughter.)
d) Engaged as soon as arrangement is made if possible, toddler or older otherwise. This can be done with the simblender.
e) Thus engaged couples marry as soon as the man is teen or older and the lady is old enough to get pregnant.
f) Does not apply to Egyptians. (Romans have an extra rule here.)
g) If not of the same class, only the upper class person may make the arrangement.
h) If they already have marriage ties between the 2 families, no BFF arrangement is made. (But can still be married off as usual regardless of how many family ties.)
i) If making arrangements between family members (marrying cousins maybe?) then one BFF arrangement per household.
j) After the arrangement is made, may propose instead of using simblender, but must get engaged even if other person says no. May go through romantic interaction wants before forcing engagements.
k) If a BFF engagement involves a runaway bride, must marry anyway. Either immediately or in a second wedding, using arranged marriage arch.
5) When a slave comes of age may choose to keep them as a slave or have them marry. It is required for each royal household to have at least 2 slaves age child or older. Slaves in other household is optional.
Vacation
1) Pharoh (and his family), Nobles, including Priests, may go on vacation, Tropical and Far East vacations only. Lower class just doesn't travel unless they are traveling with the upperclass.
2) If you make custom vacation destinations you may decide if Egyptians are allowed to go there during this era or not.
3) Must take at least 1 slave on vacations. (Don't have to for honeymoons.) May take all slaves in your household with you if you wish. Yes that means no slaves means no vacations except honeymoons. (Or servant if they are playable and in your household. See Servants section below.)
4) May greet sims that are npc tourists (non-native) IF you have default replaced their clothes to something historical, such as this.
5) May greet, befriend, chat on phone with, invite over, marry natives. Married natives take on the class of the sim they marry.
5A) If a native is unmarried they are fair game. It is not until they wed (or are engaged) that their class is set.
5B) If BFF with native may arrange a marriage between native and another family member. See marriage rule 4 for details.
6) Same with service npcs in vacation hoods. However they aren't any class. They can be craftsman or farmer and if marrying a slave become slave. Their class is in flux like in 5A.
7) If Egyptian marries a male Twikki native, they move to the African kingdom and follow rules for African kingdom. (Not optional.)
8) If Egyptian marries a male from the Far East, create an Oriental kingdom. This couple will live there. This is optional, but highly recommended. The Orient will play a part in other parts of history.
9) During this era Egyptians do not "capture" slaves or servants.
10) May earn voodoo dolls and use them!
10A) Optional: If not a witch and there is a witch in Egypt (Priest/Priestess), must give voodoo doll as gift.
10B) Optional: Only witches can sell voodoo dolls. If sold 10A does not apply to the person who purchased it.
OPTIONAL Prostitution (In Egypt they were called Harlots.)
1) Needed items: mod or cc object that allows chance (not 100%) of pregnancy without love, ticket thing from OFB expansion to charge for sims on lot, visitor controller, simblender or something else that will clear sims off lot.
2) Set visitor controller to ban children and females (unless you want to play that way)
3) If sims from other hoods show up clear them off, it's too far to walk. Exception, if someone from vacation hood is visiting a sim in Egypt they might stop by...
4) Set ticket price to $1, then start home business.
5) After the first time, every time a prostitute woohoos on this lot increase ticket price by $1. (So the price is a dollar for every woohoo ever had on the lot.)
6) Her daughters become prostitutes as soon as they are of age.
7) If all prostitutes are pregnant may close business (with sign, not permanently by phone) until baby is born.
8) Once prostitutes can no longer bear children do not have to woohoo, but may remain on lot if there are other prostitutes there. Like being retired.
9) Must be a chance of pregnancy. If lot is too full, remove one sim. Pick first from this list possible:
a) Oldest male on lot - He is now a servant, something between Farmer and Hebrew Slave. If teen or older he may marry and move to own place. Otherwise he moves in with his father, as a servant in his own family. If the father is a Hebrew Slave they are a slave and not a servant. If he is a baby can't leave unless there is a nursing mother on the lot he's moving to. If this is the only option for moving someone out, temporarily move the mother too. She moves back into the brothel when her baby becomes toddler or when a household member becomes a nursing mother, whichever is first.
b) Oldest female that is too old to bear children. Goodbye retirement, she spends the rest of her life serving as a servant.
c) Youngest daughter not old enough to bear children. She moves in with her father as a servant, with same exceptions as in 9a
d) Only prostitutes? Send half of them to a different lot to be prostitutes there.
10) Fathers of prostitute children may arrange marriages for them. Even if they live at the brothel. I usually only do this if this fulfills a want.
11) Children of prostitutes who move out of the brothel are the lowest form of servant. But servants are still above slaves class wise.
12) If children of prostitutes move in with a Hebrew slave father they are a lower class Hebrew slave (not servants). They marry other Hebrew slave children of prostitutes that are not living in the brothel and not related. Hebrews may make exceptions to marry these lower slaves if they roll up wants or if this is their last chance to bear children before becoming too old.
Moving Service NPC's into your household
1) If a playable sim marries a service npc, the npc takes on the same class as playable sim.
2) If npc is being moved in because they are becoming a mistress (chance of pregnancy) becomes a servant, something between Farmer and Hebrew slave.
Servants in Egypt are only gained through service npc and prostitution rules. If they ever get their own place, see 8 below:
1) May take jobs working for royalty or nobles. They are not to be paid. Children may work as servants for the other classes.
2) May marry any class.
3) Servant women must take jobs working nobles or royalty until they are married.
4) Servant men may take jobs working for other classes or a job in criminal
5) May never stop having kids.
6) May have 1 fetch water cactus like all other Egyptians
7) Must have at least one cattle, sheep or goat. The more real the better.
8) Similar to Hebrew slaves, age child and older are eligible to move into Egyptian homes to work as servants, any class except Farmers. (Farmers may have slaves but not servants.) They would only get their own home if marrying or there is no room in Egyptian households for a servant. Servants can take the place of the required 2 or more slaves for royal households. (See Pharaoh rule #4.) As in 1 slave and 1 servant or 2 servants and no slaves.
8A) If moving out of family home to own home (servant home, not Egyptian home where they are working as a servant) adjust starting funds to the same as the home they just moved out of. I recommend only doing this if the lot is full and you need to make the possibility of a baby.
LET MY PEOPLE GO
This is a special scenario. Please read this page before playing your Hebrew slaves.
End of Era
Era ends after 1 generation. There is a catch. It has to be a 3rd generation sim. (They have at least one grandparent.) So if the Egyptian you made at the begining of the era has a kid who reached adulthood you're not done. However it can be the 3rd gen from Africa or America. They must reach teen. (Adult if no inteen.)
Finish the round.
After the Egyptian Era
Next is the Roman era, 1 generation. Your Africans and Native Americans will each get one additional couple. The Egyptians will get more people. (Because as it stands now their marriage options are very limited.) A Roman neighborhood will be added and populated.
This seems like a lot of sims, but you will need them. During the Dark Ages a plague will kill off many sims.
The rules for this era will be split into 5 pages, 1 for Romans, 1 for Egyptians, 1 for Africans, 1 for Native Americans, and 1 for the Orient.
The Orient will only be created if one of your Romans marries a man from the Far East vacation hood. This is very avoidable if you don't want the extra hood. And very easy to acquire if you do.
If your downloads folder is groaning, consider keeping separate folders with cc of each country. Then you can pull out the folders when you are playing the other hoods. Also good to go through and see if there is any cc you just don't use or like in your downloads folder.
Let My People Go - A special Egyptian scenario
Africa (Neanderthal) during the Egypt Era
Native Americans (play during Egypt Era)
Orient in Egyptian Era
Roman Stage (1 generation)
Native Americans during Roman Era
Africans during Roman Era
Orient during Roman Era
Dark Ages (1 Generation) - not yet written
Vikings - not yet written
Romans during Dark Ages - not yet written
Egyptians during Dark Ages -not yet written
Africans (Formerly Neanderthals and Tribals) during Dark Ages - not yet written