· 8 years ago · Jun 19, 2018, 09:28 PM
1GENERATION GOALS-----------------------------------------
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3Perfect Careers - The heir, spouse, and helpers must reach level 10 in their careers. Re-roll if no conventional careers are rolled this generation.
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5Fulfilled - The heir and spouse(if applicable) must complete their first aspiration. If the spouse is accidentally too old when they move in to have time to complete an aspiration, they are not required to do so, but try to be reasonable with this provision.
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7Wishful Thinking - Every single wish your Sim has must be fulfilled, no matter what it is!
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9Perfect Children - All children born this generation must receive a B grade in elementary school and an A grade in high school. They should also have a BFF made during childhood, and at least one boyfriend or girlfriend lasting at least 24 sim hours during their teen years. As toddlers, they must reach level 3 in all skills, including potty training, and raise at least one skill to level 5.
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11Perfect Pets: All pets in this family must have level 10 in their respective skill by the time they are elders. They must have learned all tricks (dogs) and maxed their relationships with all the sims in the family. Reroll if there are no pets for this generation.
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13Dependable - Your heir, spouse and helpers must complete all oppurtunties for school and work and otherwise, beginning in childhood or upon move-in to the house.
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15Expansionist - You must construct a significant expansion to the house this generation. You may also add or change a single lot trait, if you wish. If Random is your miscellaneous fun this generation, the trait changed and new trait must be randomly determined.
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17Breeder - Each pet in your family must have six litters of pets. You must sell the puppies/kittens/foals from each litter, and may only keep one.
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19Collector - Your heir, spouse, helpers and children must complete and display one of the collections. All items must be found or grown that generation, and for plants you may not use seeds from previous generations...find your own! If you already completed part of a collection in a previous generation, you can choose that collection, but you must collect the objects you already have again with a sim from this generation. Collections and display requirements are as follows:
20Gnomes - All available gnomes must be collected and displayed in the house.
21Plants - Must be healthy and grown to maturity.
22Butterflies - No requirements.
23Beetles - No requirements.
24Fish - Each fish must have it's own fishtank.
25Rodents - Each rodent must have it's own cage.
26Snakes - Each snake must have it's own terrarium.
27Gems - Each gem must be displayed in the house.
28Metals - Each metal must be displayed in the house.
29Lifetime awards - One sim in the family must be chosen to posess said awards.
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31Deadbeat Parents - The heir, spouse and helpers may not help their children this generation, apart from basic needs like food and interaction(autonomous chatting over dinner). This includes helping with homework, mentoring or encouraging children in skills, and reading books to them. For toddlers, it is permitted to provide basic care such as food and diaper changes, but try to avoid any parent-child interactions that raise a skill bar, such as flash cards, reading books, potty training, and so on. Some autonomous talking is okay - the parents are deadbeat, not abusive - but don't deliberately train the communication skill. Children may teach themselves.
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33Dysfunctional Family: Everyone in the family must have a bad relationship with eachother.
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35Dysfunctional Couple: The heir and their spouse must have a negative relationship with eachother.
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37Dysfunctional Parents: The parents in the family must have a negative relationship with their children.
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39Change of Scenery - It's moving time! At some point after the heir comes of age, you must either move to a new lot, or completely demolish the entire house and start over from scratch on your current lot. Re-roll if it's generation 1.
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41Party King/Party Queen - Host every kind of party(house, dinner, wedding, birthday) where everyone had the greatest time.
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43Idle Careers - May not make an effort to advance in your heir's, helper's and spouse's careers, including school. If the career goals happen to line up with aspirational goals, that's a happy coincidence, because you may advance in aspiration freely. Autonomous actions are also acceptable. If you've rolled an unconventional career that has no tasks that sims will perform autonomously, you may only perform tasks for it if your sim has a whim to do it or if they do them autonomously.
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45Friendship is Forever – Beginning when the heir is a child, they must make one new good friend every week. This friendship must be maintained through subsequent weeks, and may only be ended by the death of the friend.
46
47Midlife Crisis - This generation, one of the heir, spouses(including second chances) or helpers will experience a randomly-generated midlife crisis event. Between when this generation is rolled and when the first of the eligible sims reaches the adult lifestage(not YA), determine who will go through the crisis. If you have not picked someone before the first sim reaches adulthood, or is moved in as an adult, that sim will be the one. Once the selected sim reaches adulthood(and not sooner!), roll three times to determine three aspects to the midlife crisis from the chart below, re-rolling if you receive a duplicate. Each aspect has a deadline which it must either be completed or started during. The goal is complete when all aspects have been completed.
481) Re-roll Miscellaneous Fun(complete within 24 hours) - Your Miscellaneous Fun roll will change. It takes effect immediately, with weekly tasks starting the following Sunday.
492) Randomize a trait(complete within 24 hours) - Randomly determine which of your sim's traits will change, then use a cheat to remove that trait, replacing it with another that has been randomly determined.
503) Re-roll Career(complete within 24 hours) - Re-roll your sim's career. This means a new primary career if it's the heir, and a new secondary career if it's a spouse or spare.
514) Make a major purchase(complete within 24 hours) - Buy something shiny and expensive(relative to how much wealth you have) for your house.
525) Have a romantic crisis(start within 48 hours) - Your sim's love life is thrown into turmoil. Perhaps they meet a new lover, cheat on their spouse, or simply have a falling out with a long-time partner. This must begin within 48 hours, but doesn't have to resolve ever.
536) Change style to recapture youth(complete within 24 hours) - Your sim must change their style(mirror and dresser, CAS cheats if necessary) to recapture their youth. Perhaps even get a tattoo. They can change back after a period of a few days if they want.
547) Gain a new skill(complete within 1 week) - Your sim must gain at least 5 skill levels in a skill they haven't used much previously. This counts from the level they're currently at, so if a sim has level 2 charisma, they must attain level 7.
558) Have a child(complete within 1 week) - Your sim must either have a biological child or adopt a child. Either way, it will be raised with the rest of the generation's children. Add one child to the number of children you will have this generation.
569) Randomize Aspiration(complete within 24 hours) - Randomly pick a new aspiration for your sim, throwing out any that are incompatible with your other rolls. If you also have to re-roll your sim's career, use the new career when determining aspiration compatibility.
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58Memorial - The heir, along with any spouses or helpers, must be memorialized this generation, by a sim with maxed skill in the relevant crafting skill(painting, photography or writing). Memorials may consist of: a painted portrait, a photograph, a biography, or a book of life. Each memorial can be crafted by a different sim if you want, and they don't have to all be the same type, though they should all be displayed together.
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60Themed Display - This generation, the heir, spouses and helpers should create a themed display somewhere in their house or yard. The display must contain at least 10 items, plant and craft level excellent or higher, from at least two different collections or craft disciplines, and must contain at least one craft and one collected item. For example, a display with 3 plants, 5 photographs and 2 space rocks would be okay, but a display with 4 photographs and 6 paintings would not be, because there is no collected item. The theme is left up to you, examples include: space, botany(plants, photographs of plants, and microscope prints of plants), flowers(plants and paintings of plants in the wild) and animals(frogs, insects and photographs of insects in the wild).
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62Haunted House - From the time the heir comes of age to the time the heir dies, three sims must die an unnatural death on your home lot. Unnatural death is defined as any death except by old age, and the sims may be members of your household(such as unneeded spouses, spares that are about to move out, or even the heir themselves) or guests. Furthermore, the graves must stay on your home lot, and the ghosts be allowed to roam the house freely. The graves may be removed after this generation's heir dies.
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64Must live Eco-consciously. These restrictions take effect when the heir of the generation they're rolled for becomes a young adult, and continues until the next generation's heir reaches young adulthood.
65* Must never take taxis. Carpooling to work or using the fire engine is ok, but sims must bike at all other times. If a sim takes a taxi, that's ok, but cancel the action and give them whatever bike they'd lost asap. Sims caught out without a bike must walk or jog until they arrive at a lot where you can give them a bike.
66*If you have the appropriate expansion, rowboats and sailboats are allowed.
67* Must use an eco-friendly laundry system. This consists of the expensive washing machine and a clothesline (no dryer allowed!). You may have multiple washing machines and clotheslines.
68* Must grow your own produce and fish your own fish. You may purchase meat, dairy, eggs, etc from the store, but nothing that you can normally grow in your own garden or fish out of water. Cake and baked goods from the toy oven are okay to eat. Your sim doesn't have to eat organic or vegetarian food, normal food is ok, as long as you've grown the produce yourself.
69* Must not waste fuel flying around the world. Your sims may only take one vacation per week.
70* If your sim invents, you may not purchase scrap. You must salvage it on your own.
71* You may not purchase 'new' furniture via the buy mode this generation, with the exception of bikes, bike racks, recycling bins, and your eco-friendly laundry system. You must obtain it 'used' from the junkyard, from dumpster diving, or steal it from community lots and other homes(Klepto trait). The exception is if you are playing generation 1, in which case you may purchase as many beds, cribs and hampers as necessary, all toddler/child toys, one fridge, one oven, two sinks, one toilet, one shower, one dresser, one mirror, one bookcase, one counter for food preparation and one counter for a drop in sink. In addition, your family may buy enough seating to accommodate the total number of Sims rolled for that family (so, if you rolled couple with two kids, that's seating for four). You may buy whatever type of seating you prefer, but it must be just enough to seat the number of Sims. So, if it's seating for four, you may buy four dining chairs, or a two seat sofa and two dining chairs, or a three seat sofa and one living chair, etc. You may also purchase one table (like a dining table if you opted for dining chairs, or a coffee table if you chose a sofa set.) If you rolled for a self-employed career like artist or inventor, you may buy the required object to do the job. Exception is for author, you may not buy a computer, desk and chair. Use the library to write your novels. There are no restrictions on build mode or on purchasing lighting fixtures. You may buy as many plants as you like for decoration, but no other decorative items may be purchased. you may buy a burglar and fire alarm.
72* Your sim must either create a new park/nature-themed lot from scratch, or improve significantly upon an existing lot. In both cases, the sim must fund the project by subtracting the cost of the improvements or entire lot from the family funds, or by buying the lot. Fishing spots and beaches count for this.
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745 Star Celebrity - Your heir must become a household name and obtain a glittering 5 star celebrity status. (ONLY the heir needs to do this, not spouse or other family members.)
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76Social Bunny - Once a Sim week (Sunday to Saturday) your sim must either go on a date, or on a group outing. It's not required that these outings get a "great" rating, or are even liked, what's important is that they happen. Try to vary the places you go as well, although that's not a requirement.
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78Property Mogul - Buy parts of at least 3 rabbit holes in town (whatever you want). You don't have to be the owner, only at least a partner. You can also buy venues, and upgrade them. You are allowed to collect on the funds generated by these properties.
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80Hobby, or Obsession? - Pick a "Hobby" for your Sim, based on their traits, or on their character as you see them. The heir (and spouse where applicable) must spend at least 5 Sim hours a week pursuing their hobby. Your Sim must not make money from this hobby. If you use writing, then only use "Practise writing" and not "Write a book".
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82Perfectionist: Choose a skill for your Sim to be perfect at. Your Sim must max this skill, and also complete all skill challenges related to this skill (found in the Skill Journal of your Sim's Skill Panel), except in cases where the skill challenge requires your Sim to make money to complete the challenge.
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84Photogenic - Your sim loves to be looked at! Paint, photograph, or ice-sculpt five portraits of the heir and display them in your house. If you choose to take photographs, they must be the "large portrait" or "panorama" size. At least one of these portraits needs to be of your heir during his/her childhood years (toddler, child, or teen). Also create one portrait of each of your heir's children (during any of the childhood stages) and your heir's partner (if applicable). All of the portraits can be taken down and removed after your heir dies, if you so desire. Re-roll if generation 1, since this is one goal that more or less begins before the heir even takes over.
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86MISC FUN-----------------------------------------
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88No Strangers – You may not call any service sims to the lot. This includes pizza delivery sims and babysitters; if both of your sims have to work, tough! [Optional: do not have any burglar alarms or fire alarms on the lot, as they may summon service sims.]
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90Luxury - Replace the furniture of any room by the highest quality in the catalog. (Highest quality means having the maximum number of + signs in the object description. Not necessarily the most expensive item). Reroll if you've also rolled Living Green as your goal for this generation.
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92Tattoo Addict - your sim must have a new tattoo every Sim week (Sunday to Saturday). The addict can be the heir or the spouse/partner (unless you've rolled single parent; then obviously the heir must be the addict).
93
94It's so YOU - when the heir reaches YA, remake every room in the house to match the favorites and traits of their owners. Each bedroom should match their owners, and the general rooms should match those of the Sims who use them most, or the heir and heir's spouse. The heir's children should also have rooms in their favorite color(s).
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96Live Your Trait - Choose one of your heir's 5 traits to live by. The heir, starting at YA age, will have to do something every day that reflects this trait, and must fulfill any wishes that come up that are related to this trait, up to 5 wishes a day.
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98If your heir rolls more than 5 trait related wishes in a day, you only have to do 5, though you can certainly do more. (Except for wishes related to the trait that would require you to break the income restriction rules). It's not required to complete the wishes on the same day they are rolled, but try to complete them as soon as you can.
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100Not every trait will be suitable for this rule, so you must be sure when choosing traits for your heir that you pick one that can be used for this rule. It must be a trait that allows you to actively do something every day for this trait and gives you wishes you can fulfill. For example: artistic, athletic, virtuoso, neurotic, good, evil etc are good, but clumsy, loner, can't stand art, lucky, unlucky, etc. are not good. Your heir can have these traits, but you must have one trait with related activities and wishes to choose as your dominant trait.
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102Fashion Diva - Your Sim like to keep up with the latest trends. They must Plan Outfit and change at least ONE of their outfits at least once a Sim week (Sunday AM to Saturday PM). Making extra outfits is also allowed if you don't want to lose the one you have. You may subject any (or all) of the generation's adults to this treatment.
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104A Sim for All Seasons - Your Sim really gets into the spirit of the season. Your heir must have a different Everyday outfit suited for each season. The outfit doesn't have to be overly themed, like snowflake sweaters for winter, just suited for the season's weather. Also, you must decorate some part of the house or yard with a seasonal decoration for each season in turn. You do not have to conform to real world seasonal themes or holidays; if your Sim wants to celebrate winter with hearts and rainbows, that's fine. The point is to have something different on display for each season. It doesn't have to be the whole house, it can be as small as having one seasonal item your Sim displays each season. Finally, the four seasonal holidays, Leisure Day, Spooky Day, Snowflake Day, and Love Day, are major events in your Sim's life, and your heir must celebrate the holidays by either attending the town festival that day for at least a few hours, or they must throw a seasonal party at their home or a community lot.
105Re-roll if you don't have Seasons, or your Sim lives in a town with less than 3 seasons.
106
107(Opposites Attract): Your heir may only procreate with sims who have a trait that conflicts with one (or more!) of their own. For this roll, it will be important for your sim to have a trait that can conflict with others, so when you are choosing their traits you may want to keep this list of conflicting traits in mind.
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109(Perfect Match): Your heir may only procreate with sims who share at least one of their own traits. For added fun, see if you can make a big deal of that trait in your gameplay.
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111Random - Determine traits and aspirations(including the childhood aspiration) randomly for all sims of this generation(the heir and their siblings). Adult aspirations should be chosen randomly from the list of aspirations, discarding any which are incompatible with other parameters, as stated earlier in the rules. Helpers and Spouses moved in should have their adult aspiration randomized in a similar manner, if you choose to change it. Any lot traits determined this generation, including initial move-in traits, must be random.
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113Partier - Throw at least one party(of any type and rating) every week.
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115Mischief Managed – Your heir must play a successful prank once every week from the time they age into a teen. Pranks include: making a prank call(mischief 3+), clogging drains at other lots(mischief 5+), calling in to play hooky(mischief 6+), sabotaging a rocket ship(mischief 8+), using a stink potion(mental 10+), sabotaging objects and sims(Tormentor reward trait), and any prank options performed with a partner in crime(mischief 4+).
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117Homemade - May not get quick meals from the fridge, order pizza, eat from food stalls or dine out, consume plasma packs, and may only cook meals with ingredients if all ingredients are present. The pre-made toddler meals you can serve from the high chair are considered quick meals.
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119Runs in the Family - Pick a trait from your heir(not a bonus or reward trait). Every child born to your heir must take this trait at the earliest opportunity.
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121Perfect Attendance – From childhood onwards, your heir and helpers must never be more than one hour late to work or school. Similarly, they may not make use of the leave early function. A five-strike allowance is provided for accidental lateness(like if you queue up actions and don't notice that they didn't leave for work), but intentional lateness for playing strategy or the fifth lateness will result in a loss of the challenge. This restriction also applies to the heir's children and any spouses or helpers moved in later. Perfect attendance also applies to the use of vacation days, either while on vacation or for family leave.
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123Fixer Upper - May not call the handyman or purchase new objects if they break this generation. You must fix them. I don't care if you have no handiness skill, if you want to shower today you'll get to work, won't you?
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125Half-Siblings - Sims born this generation must each be with a different partner. Re-roll if you're only having one kid.
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12710: Fighter - The heir, spouse or a helper(pick one and stick with it) must get in a fight at least once a week.
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12911: Joker - Free re-roll of one category, now or in a future generation.
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13112: Health Nut – This generation, sims may only eat healthy food. Healthy food includes: orange juice(quick meal), yogurt(quick meal), garden salad(cooking 1), wellness food, plasma fruit recipes, and your neighbors. In addition, the heir, spouse, helpers, and their children must each spend at least 3 hours each week performing physical activity, such as jogging, swimming, yoga, or playing on the monkeybars.
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13313: Gourmet – Once every week, the entire family(heir, spouse, and children) must find the time to sit down all at once and enjoy a gourmet meal prepared especially for the occasion. It doesn't matter whether the heir or the spouse prepares the meal, but it must be from the gourmet cooking skill, not the regular cooking skill.
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13514: Hands Off! - You may not use the “hand of god†to clean up books and so on. Sims must clean up on their own. Selling things from their inventory is okay.
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13715: Hobbyist – Your heir and spouse(if applicable) must each pick a hobby activity(such as painting, playing chess, jogging, fishing, etc) that is unrelated to their rolled career and devote at least 3 hours every sim week to practicing that activity. They may not use the activity to make money.
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13916: My Precious - When your sim finds something they like, it's hard for them to let it go. Pick one of the options below to build a collection over the course of your heir's lifetime. The collection must be displayed somewhere on the legacy lot, so it may not be kept in an inventory, until the generation is complete.
140A) I finds it, it's mine - At least once a week, your sim must go out and find a unique object to add to their collection(pick a single category: frogs, MySims Trophies, metals, crystals, elements, fossils, aliens, space rocks or fish). You may not display duplicates. If you have found one of every item and the generation isn't complete yet, pick a new collection to begin.
141B) So bright, so beautiful, my precious - Once a week, your sim must purchase something beautiful and shiny from the decorations tab in buy mode. This should be something that exists only to look awesome, and should be displayed all together(or as trophy centerpieces in each room or something), not decor that "blends in" such as toilet paper rolls in the bathroom or a pan rack in the kitchen. If your sim is insane and decides to build a "bathroom shrine" in their living room, that's totally legit, but it should be done to add to the story, not just because you couldn't be bothered to find a better idea than buying misc decorations for your bathrooms to fulfill this fun.
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14317: Vacationer - At least one sim from the household must go on vacation at least once every sim week. If you don't have the OR game pack use the following alternate rule since that sim can't go on an actual vacation. They must use at least one vacation day from work, and must have a day outing of some sort, lasting for most of the day(you know the kind you'd take in real life, leaving after breakfast and arriving back home in the evening), on their day off. This doesn't have to be the same sim every week.
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14519: On Call - Starting when the heir is a teen, they(or a spouse or helper) must respond to at least one "hang-out" phone call every week. This includes birthday parties and invitations to community lots, but does not include requests to come hang out at your home lot - you must actually leave your home lot for this to count.
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14720: Town Explorer - Starting when the heir is a teen, they(or a spouse or helper) must visit a unique community lot every week, for at least 3 hours. The community lots may not be repeated to count for this, though you may visit them again just for fun.
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14921: Regular Diner - Once a week, the entire household must go out to eat at a restaurant. All three courses and something to drink should be ordered.