The 1300s, also known as the 14th century, was a pivotal period marked by significant developments across various regions of the world. It was a time of both turmoil and progress, characterized by events that shaped the course of history in several domains:
Europe: The 1300s witnessed the culmination of the medieval era and the emergence of the Renaissance. The Black Death, a devastating pandemic, swept through Europe in the mid-14th century, leading to the deaths of millions of people and causing widespread social and economic upheaval. The Hundred Years' War between England and France also began in this century, contributing to shifting power dynamics and technological advancements in warfare.
Asia: In China, the Yuan Dynasty was replaced by the Ming Dynasty in 1368. The Ming Dynasty ushered in a period of cultural and economic growth, exemplified by the construction of the Forbidden City and the voyages of Zheng He. Meanwhile, in India, the Delhi Sultanate faced political and territorial challenges from various regional powers.
Middle East: The 1300s saw the rise and fall of the Ilkhanate in Persia and the Mamluk Sultanate in Egypt. The Ottoman Empire continued its expansion, gradually asserting dominance in Anatolia and the Balkans.
Africa: The Mali Empire, a significant West African power, reached its height under Mansa Musa's rule during the 14th century. Mansa Musa's famous pilgrimage to Mecca showcased the empire's wealth and cultural achievements.
Americas: Pre-Columbian civilizations in the Americas, such as the Aztec, Inca, and Maya, were flourishing. These cultures developed advanced agricultural practices, complex societies, and monumental architecture.
Scientific and Cultural Advancements: The 1300s set the stage for the Renaissance, a cultural movement characterized by renewed interest in art, literature, science, and humanism. The works of writers like Geoffrey Chaucer and Dante Alighieri gained prominence, and advancements in astronomy and mathematics laid the groundwork for later scientific breakthroughs.
Religious Movements: The 1300s were marked by various religious developments. The Avignon Papacy, during which the papal court resided in Avignon rather than Rome, challenged the authority of the Catholic Church. The rise of religious dissent and reform movements, like the Lollards and the Hussites, foreshadowed the changes that would eventually lead to the Protestant Reformation.
The 14th century was a time of contrasts, encompassing both tragedy and progress, as societies grappled with the aftermath of plagues, shifts in political power, and the emergence of new ideas that would shape the trajectory of the world in the centuries to come.
Reminder: Start with just 2 Sims married to each other.
Your female Sim can be any age 12 or older.
Your male Sim can be any age 14 or older.
They do not need to be the same age, close in age, or newly married. You can start with a young newlywed couple, an established couple who already have some life behind them, or even an older couple.
Your starting Sims can belong to any social class. You do not have to start as peasants. However, their starting funds, home, clothing, occupations, animals, servants, and possessions should reasonably reflect whatever class you choose.
Female Sims can marry beginning at age 12, while male Sims can marry beginning at age 14.
These are the challenge's minimum marriage ages, not the ages at which every Sim must marry. Sims can absolutely marry later.
Optional Marriage Roll: Once a Sim reaches marriageable age and survives their death roll, roll a D4 for each year they remain unmarried.
Girls begin rolling at age 12.
Boys begin rolling at age 14.
1 on D4 = they marry that year.
You can make this roll annually as the Sim ages, or you can roll ahead when they first become eligible so you already know their intended marriage age.
For example, your female Sim has just turned 12 and survived her aging roll. Roll a D4. If you get a 1, she will marry at 12. Anything else means you roll again for age 13. Continue until you eventually roll a 1.
If you roll ahead, the result does not guarantee the Sim will live long enough to marry. They must still survive every normal death roll and historical event between their current age and their intended wedding.
Marrying Sims young can be useful. It gives them more time to establish their household and produce children before upcoming wars, epidemics, famines, and other events.
However, it can also backfire in two major ways. A Sim may marry extremely young only to die shortly afterward, or a couple may remain together for decades and produce an absurd number of surviving children.
For women in particular, additional reproductive years also mean additional opportunities for miscarriage, stillbirth, childbirth complications, and maternal mortality rolls.
You do not need to hold a full wedding ceremony every time two Sims marry.
For ordinary Sims, marriage does not need to resemble a modern Sims wedding with an expensive venue, wedding arch, cake, reception, and dozens of guests.
If two eligible Sims are already engaged and have the necessary consent, you may consider them married once they WooHoo. You can immediately use the game's marriage interaction afterward without throwing an actual wedding.
Formal ceremonies are perfectly fine, especially for:
Wealthy families
Nobility
Royalty
Particularly religious Sims
Marriages important enough to justify a large celebration
Use the family's wealth and status to determine how elaborate the celebration should be.
You do not need to use dowries whatsoever. They are completely optional.
They were not a universal legal requirement for marriage, so they aren't a requirement for your Sims either.
However, if you'd like another financial challenge—and something substantial for families to spend years working toward—you can use the following optional standardized dowry and dower values.
These are challenge-balanced Simoleon amounts, not attempts to directly convert medieval currency into Simoleons.
Marriage Match
Optional Value
Marry a peasant
§500
Marry working class — just above peasant, but still broke
§1,000
Marry lower class — just above working
§1,500
Marry middle class
§2,500
Marry upper class
§5,000
Marry ungodly wealthy
§7,500
Marry poor noble
§8,000
Marry lower noble — Lord, Baron, Viscount
§10,000
Marry upper noble — Earl, Duke
§12,500
Marry wealthy noble — any rank
§15,000
Marry royal
§17,500
Marry foreign royal
§20,000
You don't necessarily have to exchange the entire value as cash.
For poorer households, part or all of it can be represented through livestock, furniture, linens, clothing, tools, household goods, or other useful property.
For wealthy households, nobles, and royals, it may instead represent land, estates, jewelry, property, political agreements, or other valuable assets.
Dowry: property brought into the marriage from the bride's side.
Dower: property or financial provision made by the husband/his family for the wife's security.
You can use only dowries, only dowers, both, or neither depending on how complicated you want your marriage system to be.
Your Sims are allowed to separate or end their marriages, although how realistic or socially acceptable this is will depend heavily on where they live, their religion, their class, and the circumstances.
For challenge purposes, if you choose to formally dissolve a marriage, the children from that union will be considered illegitimate for inheritance purposes.
You can also have spouses separate without formally ending their marriage.
Bastards/illegitimate children cannot normally inherit or become heir.
They can still:
Remain part of the household.
Receive gifts or property.
Learn trades.
Marry.
Have legitimate descendants of their own.
Establish another branch of the family.
Become wealthy or influential in their own right.
They simply cannot automatically replace a legitimate child in the normal line of inheritance.
Do not use the normal Sims adoption system as though medieval families were using modern legal adoption.
Orphaned children can instead be sent to a monastery, convent, nunnery, church institution, charitable household, employer, or another appropriate arrangement.
Orphaned children can also be taken in by relatives. Grandparents, adult siblings, aunts, uncles, godparents, and other kin are all reasonable possibilities depending on the situation.
If no appropriate relative is available, sending the child to the Church or another institution is a good default.
Older children may also be placed into service or apprenticeships rather than remaining dependents.
Yes, you can store food.
Medieval people had numerous preservation methods, including drying, salting, smoking, pickling, fermentation, cool storage, and storing appropriate foods for long periods.
You therefore do not need to pretend that every meal was made exclusively from ingredients harvested that exact day.
You also do not need the Off-the-Grid lot trait.
In some ways, Off-the-Grid can actually make a medieval household less accurate because The Sims uses modern abstractions for utilities. Medieval Sims did not need to manually refill a refrigerator with ice every few hours or individually gather a bucket of water every single time someone needed to wash.
You may absolutely use Off-the-Grid if you enjoy the gameplay challenge, but it is optional.
The important part is simply not using obviously modern conveniences just because the lot technically has power.
Your Sims may:
Grow their own food.
Raise livestock.
Hunt.
Fish.
Gather wild foods.
Purchase ingredients.
Purchase prepared food where appropriate.
Trade for food.
You do not have to make every household completely self-sufficient.
A merchant family living in a town does not need to maintain a giant farm behind their house just so they're allowed to eat.
Likewise, a wealthy household can reasonably purchase a large portion of its food rather than personally producing everything it consumes.
Your Sims may WooHoo without a pregnancy chance.
People in the medieval period did attempt to prevent pregnancy using various methods. These methods were obviously nowhere near as reliable as modern contraception, which is why contraception in the challenge can fail.
Whenever your Sims use no-pregnancy WooHoo, roll a D6.
5 on D6 = contraception failed.
If you roll a 5, the couple must Try for Baby immediately afterward.
If the Try for Baby fails naturally, you don't need to keep trying. The contraception failed; that doesn't guarantee conception.
This means Sims can intentionally attempt to space pregnancies without giving them access to perfectly reliable birth control.
If a Sim dies, you may plead with Grim.
It's unlikely to work, but if Grim accepts the plea, the Sim survives.
Unless a specific event says otherwise, you do not need to override a successful plea.
Certain special deaths or challenge events may specifically state automatic death/no pleading. Those rules take priority.
There is a preference for home birth, especially for ordinary households.
Birth can be attended by female relatives, neighbors, experienced women, or a midwife if you have one available.
However, if your Sim needs to be sent to the almshouse/hospital equivalent because of gameplay limitations or complications, that's perfectly fine.
Giving birth there does not increase or decrease her death rolls. Use the same maternal and infant mortality rules regardless of where the birth physically occurs.
If she has to be sent away for treatment, she and the baby must spend at least 1–2 Sim days recovering at a convent, nunnery, almshouse, or similar location before returning home.
For challenge purposes, those 1–2 days represent a much longer historical recovery period of roughly 3–6 months.
Babies may be fed by breast or bottle.
The bottle can represent animal milk, another woman's milk, wet nursing, or another historically appropriate substitute rather than a literal modern bottle of formula.
Every time a woman gives birth, roll a D10.
3 on D10 = she cannot successfully breastfeed this baby.
She remains unable to breastfeed until at least her next pregnancy/birth, at which point you make a new roll.
The current baby must instead be bottle-fed or wet-nursed.
For an additional mortality challenge, roll a D4 for every baby who cannot be breastfed by its mother.
2 on D4 = the baby dies of malnutrition or complications related to inadequate feeding.
If another lactating woman is available to act as a wet nurse, you may optionally cancel this additional malnutrition roll.
A wet nurse can be:
A relative who recently gave birth.
Another woman in the household.
A servant.
A paid wet nurse.
Another appropriate lactating Sim.
This gives wealthy families another survival advantage without making infant survival guaranteed.
Your Sims can celebrate the following Medieval holidays:
A religious festival and feast celebrating the visit of the Wise Men.
Feasting, drinking, music, games, and religious observance are all appropriate.
A celebration associated with love and courtship.
Your Sims may celebrate with singing, dancing, flirting, courtship, poetry, and pairing games.
Easter should be primarily religious.
Sims may attend church, feast afterward, visit relatives, and suspend unnecessary work for the celebration.
Because Easter is a movable feast, you don't need to keep it permanently in March if you want a more accurate calendar.
A day for jokes, foolishness, pranks, jesters, and general mayhem.
Give Sims considerably more freedom to cause Mischief.
A major spring celebration.
Your Sims may:
Dance.
Feast.
Drink.
Socialize.
Court potential spouses.
Dance around a maypole.
Choose a May Queen.
Hold outdoor festivities.
It's also a great excuse to introduce unmarried Sims from different households to each other.
A religious observance centered around the dead.
Your Sims may attend church, remember deceased relatives, visit graves, light fires or candles, and hold appropriate communal observances.
This is an especially appropriate holiday for households with ghosts.
Christmas can involve considerably more than presents.
Your Sims may celebrate with:
Feasting.
Heavy drinking.
Games.
Music.
Dancing.
Religious services.
Charity.
Gift giving.
Visiting.
Temporary relaxation of ordinary social rules.
Crowning a King/Lord of Misrule.
Gift giving is allowed, even when religious authorities would rather everyone behave themselves.
You may have as many animals as you can afford and realistically care for.
There is no arbitrary household limit beyond what your game can handle.
Animals can be kept for food, milk, eggs, wool, transportation, labor, breeding, hunting, protection, companionship, or income.
The type and number of animals should roughly reflect the family's circumstances.
A struggling laborer probably shouldn't own six expensive horses.
A wealthy noble absolutely can.
No electricity.
Homes should primarily be lit with:
Candles.
Rushlights.
Oil lamps appropriate to the period.
Fireplaces.
Hearth fires.
Other flame-based lighting.
You don't need to obsess over whether the game technically considers a particular candle an electric light. If it visually functions as a candle, it's fine.
The same principle applies throughout these rules: appearance and historical function matter more than whatever hidden category The Sims places an object in.
No outhouses and no pee bushes as your default household toilet.
Ideally, use chamber pots indoors.
If you use CC, any functional chamber pot appropriate to the period is fine.
If you don't use CC, you may temporarily use an ordinary indoor toilet from Build/Buy until your Sims can obtain or craft a more appropriate replacement. Just choose the least visually intrusive option you can find.
Bathing does not need to happen every day, but medieval Sims also do not need to be deliberately filthy at all times.
They can wash themselves, bathe, change linens, wash clothing, groom themselves, and practice ordinary hygiene.
No modern drywall or modern wallpaper.
Use materials appropriate to the household's location and wealth, such as:
Timber.
Plaster.
Wattle and daub.
Stone.
Brick where appropriate.
Exposed beams.
Wooden paneling in sufficiently wealthy homes.
Only wealthier households should have significant quantities of expensive decorative textiles such as large rugs and tapestries.
A poorer household may still possess occasional decorative or sentimental objects. "Poor" does not mean every room has to be an empty brown box.
Use your best judgment.
Research things when you want greater accuracy, but don't turn every Build/Buy purchase into a three-hour archaeological investigation. The challenge should still be playable.
If you're unsure whether a specific object, technology, food, occupation, building feature, or practice should be allowed in the 1300s, check it individually rather than assuming everything vaguely "old-looking" is medieval.
“The naval Battle of Ponza took place on 14 June 1300 near the islands of Ponza and Zannone, in the Gulf of Gaeta (north-west of Naples), when a galley fleet commanded by Roger of Lauria defeated an Aragonese-Sicilian galley fleet commanded by Conrad d'Oria.”
Flip a coin for all male sims who live in the area’s mentioned, this determines if they are enlisted. Tails means they are enlisted.
Roll a D6, and 2 means your soldier dies.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
“The siege of Algeciras was a battle of the Spanish Reconquista that occurred between July 1309 and January 1310. The battle was fought between the forces of the Kingdom of Castile, commanded by King Ferdinand IV of Castile and his vassals, and the Emirate of Granada commanded by Sultan Abu'l-Juyush Nasr.”
Roll a D6 dice for spanish ALL male sims, teen to adult, 3 means they are enlisted.
At the end of the siege, roll a D20 dice for all sims that were enlisted in , if they roll a 7 or 14, they die.
ALL sims cannot leave the lot till the siege is over.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
“The second siege of Gibraltar was an abortive attempt in 1316 by the forces of the Azafid Ceuta and the Nasrid Emirate of Granada to recapture Gibraltar, which had fallen to the forces of Ferdinand IV of Castile in 1309.”
Roll a D6 dice for spanish ALL male sims, teen to adult, 3 means they are enlisted.
At the end of the siege, roll a D10 dice for all sims that were enlisted, if they roll a 7, they die.
ALL sims cannot leave the lot till the siege is over.
“The Bruce campaign was a three-year military campaign in Ireland by Edward Bruce, brother of the Scottish king Robert the Bruce. It lasted from his landing at Larne in 1315 to his defeat and death in 1318 at the Battle of Faughart in County Louth.”
Roll a D12 for all sims living in Ireland or Scotland (including side households)
3 means they die of Murder
4 means they die of hunger
5 means they die of Disease
Roll D10 for each animal you own
if 3 or 7 are rolled, the animal survives (chicken, cows and llamas sold for meat)
Every household is affected! All crops die. They may be replanted starting in 1316, but at the end of both 1316 and 1317, a coin must be flipped tails kills all plants.
D12 rolled each of the 3 years for each sim
2 means they die of hunger. And 5 means they die of thirst.
Roll a D12 for all 16+ male sims living in Spain
3 means theyre enlisted
All who are enlisted die
Roll a D20 for all 16+ male sims in Spain and France
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
“The siege of Villa di Chiesa (today Iglesias) was carried out by the army of the Crown of Aragon (under the command of Alfonso IV of Aragon) and of the giudicato of Arborea, between the summer of 1323 and the winter of 1324. It represented the first act of the Aragonese conquest of Pisan Sardinia, for the creation of the Kingdom of Sardinia.”
Roll a D6 dice for ALL male sims, teen to adult, 3 means they are enlisted.
At the end of the siege, roll a D10 dice for all sims that were enlisted, if they roll a 3 or 8, they die.
ALL sims cannot leave the lot till the siege is over.
Roll a D12 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all 16+ male sims in Italy
7 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
“The Battle of Teba took place in August 1330, in the valley below the fortress of Teba, now a town in the province of Málaga in Andalusia, southern Spain. The encounter occurred during the frontier campaign waged between 1327 and 1333 by Alfonso XI of Castile against Muhammed IV, Sultan of Granada.”
Roll a D6 dice for all male sims, teen-adult who live in the area’s mentioned, this determines if they are enlisted. 5 means they are enlisted.
Roll a D12, and 2 or 6 means your soldier dies.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Roll a D12 for all sims living in Ireland (including side households)
3 means they die of Murder
4 means they die of hunger
5 means they die of Disease
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D6 for all sims (including side households)
3 means they die of thirst.
4 means they die of hunger
5 means they die of pestilence
“The Battle of Villanueva de Barcarrota took place during the 1336 war in which King Afonso IV of Portugal and his Castilian allies, Juan Manuel, Prince of Villena, and Juan Núñez III de Lara, opposed King Alfonso XI of Castile. The Battle of Cape St Vincent of 1337 took place on 21 July 1337 between a Castilian fleet commanded by Alfonso Jofre Tenorio and a Portuguese fleet led by the Luso-Genoese admiral Emanuele Pessagno (Manuel Pessanha). The fledgling Portuguese fleet was defeated, bringing a quick end to the brief Luso-Castilian war that begun in 1336.”
Roll a D6 dice for all male sims, teen-adult who live in the area’s mentioned, this determines if they are enlisted. 5 means they are enlisted.
Roll a D12, a 6 means your soldier dies.
In 1337 roll a D4 for any male Teen - Adult Sim to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
Your Sims must live on the camp for 5 years.
In 1342 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1347 roll a D4 for any male Teen - Adult Sim to see if they head off to war again. Do this for ALL your sims (even your side households) EVEN if they were enlisted once before.
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
Your Sims must live on the camp for 5 years.
In 1352 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1357 roll a D4 for any male Teen - Adult Sim to see if they head off to war again. Do this for ALL your sims (even your side households) EVEN if they were enlisted before.
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
Your Sims must live on the camp for 5 years.
In 1360 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1369 roll a D4 for any male Teen - Adult Sim to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
Your Sims must live on the camp for 5 years.
In 1374 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1379 roll a D4 for any male Teen - Adult Sim to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
Your Sims must live on the camp for 5 years.
In 1384 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1415 roll a D4 for any male Teen - Adult age stage to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
You Sims must live on the camp for 5 years.
In 1420 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1425 roll a D4 for any male Teen - Adult age stage to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
You Sims must live on the camp for 5 years.
In 1430 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1435 roll a D4 for any male Teen - Adult age stage to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
You Sims must live on the camp for 5 years.
In 1440 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
In 1445 roll a D4 for any male Teen - Adult age stage to see if they head off to war. Do this for ALL your sims (even your side households).
If your sim rolls a 4 then they go to war and must move out of your sims household to a war camp.
You Sims must live on the camp for 5 years.
In 1450 roll a D20 for your currently enlisted sims. If your sim rolls a 20 then they die as a cause of war. If your Sim survives then they can go back home.
“The English Channel naval campaign of the years 1338 and 1339 saw a protracted series of raids conducted by the nascent French navy and numerous private raiders and pirates against English towns, shipping and islands in the English Channel, which caused widespread panic, damage and financial loss to the region and prompted a serious readjustment of English finances during the early stages of the Hundred Years' War.”
Roll a D6 for all male sims, teen-adult who live in the area’s mentioned, this determines if they are enlisted.
2 means they are enlisted.
Roll a D8, a 3 or 7 means your soldier dies.
Roll a D12 for all civilian english sims, 1 means they die.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
“The Battle of Río Salado also known as the Battle of Tarifa (30 October 1340) was a battle of the armies of King Afonso IV of Portugal and King Alfonso XI of Castile against those of Sultan Abu al-Hasan 'Ali of the Marinid dynasty and Yusuf I of Granada.”
Flip a coin for all male sims who live in the area’s mentioned, this determines if they are enlisted. Tails means they are enlisted. Heads means they are not enlisted.
Roll a D6, and 2 or 6 means your soldier dies.
“The Battle of Estepona was a naval battle that occurred in the year 1342 between the armada of the Crown of Aragon, commanded by Admiral Pere de Montcada, against the fleet of the Marinid Dynasty. The battle took place in the Bay of Estepona in the Strait of Gibraltar and resulted in an Aragonese victory and a rout of the Marinid fleet.”
Roll a D8 dice for all male sims, teen-adult who live in the area’s mentioned, this determines if they are enlisted. 7 means they are enlisted.
No death rolls.
“The siege of Algeciras (1342–1344) was undertaken during the Reconquest of Spain by the Castillian forces of Alfonso XI assisted by the fleets of the Kingdom of Aragon and the Republic of Genoa. The objective was to capture the Muslim city of Al-Jazeera Al-Khadra, called Algeciras by Christians. The city was the capital and the main port of the European territory of the Marinid Empire.”
Roll a D6 dice for ALL male sims, teen to adult, 1 means they are enlisted.
At the end of the siege, roll a D20 dice for all sims that were enlisted in , if they roll a 8 or 16, they die.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Flip a coin. If the coin lands on Heads then your sims dies. If the coin lands on Tails then your sim lives.
Roll for EVERY single sim in your main & side households.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Flip a coin for all enlisted
heads means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Flip a coin for all enlisted
heads means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Roll a D6 dice for ALL male sims, teen to adult, 1 means they are enlisted.
At the end of the siege, roll a D20 dice for all sims that were enlisted in , if they roll a 8 or 16, they die.
ALL sims cannot leave the lot till the siege is over.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Roll a D8 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
“The siege of León of 1368 was a successful siege of the city by the pretender Henry of Trastámara, in the course of the Castilian Civil War.”
Roll a D6 dice for ALL male sims, teen to adult, 3 means they are enlisted.
At the end of the siege, don’t do death rolls. Anyone enlisted gets to live.
ALL sims cannot leave the lot till the siege is over.
Note: You should roll to see who or if anyone will be enlisted but literally right after that roll, you’ll do death rolls for this event but since this event doesn’t have to do death rolls, nothing really happens.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Roll a D8 for all 16+ male sims in Spain and France
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
“The siege of Algeciras (1369) was undertaken during the period of the Reconquest of Spain by Muhammed V, Sultan of Granada to reclaim the city of Al-Hadra Al-Yazirat, called Algeciras by the Christians, in the Kingdom of Castile. The siege lasted just three days, and the sultan was victorious. The Muslims thus regained a major city which had been in Castilian hands since Alfonso XI of Castile took it from the Moroccans after the long 1342–1344 siege. Ten years after the capture of the city, in 1379 the sultan of Granada decided to completely destroy the city to prevent it falling into Christian hands. It was impossible to defend the place at a time when the Muslim kings of the Iberian Peninsula had lost much of military power they enjoyed in earlier centuries.”
Roll a D6 dice for ALL male sims, teen to adult, 2 means they are enlisted.
At the end of the siege, roll a D20 dice for all sims that were enlisted in , if they roll a 1 or 11, they die.
ALL sims cannot leave the lot till the siege is over.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of thirst.
Roll a D20 for all 16+ male sims in Spain and England
4 means theyre enlisted
All enlisted English die
Roll a D20 for all enlisted Spaniards
5 means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of thirst.
“The War of the Eight Saints (1375–1378) was a war between Pope Gregory XI and a coalition of Italian city-states led by Florence that contributed to the end of the Avignon Papacy”
Flip a coin for all male sims who live in Italy, this determines if they are
enlisted. Tails means they are enlisted.
Roll a D6, and 3 or 5 means your soldier dies.
Roll a D20 for all 16+ male sims in Spain, Portugal, and England
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Roll a D10 for all male 16+ sims in england
If the roll is 1 to 5, they join the revolt.
If the roll is 6 to 10, they remain uninvolved.
Roll a D6 for each rebel:
If the roll is 1 to 2, they are killed in the revolt.
If the roll is 3 to 6, they survive the uprising.
Roll a D20 for all 16+ male sims in Spain and Portugal
4 means theyre enlisted
Roll a D20 for all enlisted
5 means they die
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of thirst.
Flip a coin to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.
1396-1407 The Durga Devi famine in India, lasting twelve years.
Flip a coin each year to see if your family is directly affected!
Heads mean all crops die and cannot plant unless you get tails on a flip. Must live off whatever crops you have stocked up.
Roll a D12 for all sims (including side households), 3 means they die of famine.