“1500s–1600s Portugal, Spain, England, and France establish the slave trade from Africa to bring workers to sugar and tobacco plantations in South America and the Caribbean, and later to the cotton plantations in the southern U.S. religious Reformation begins. Protestant religions emerge in Europe.”
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.
Your starting couple does not have to be newly married or close in age. They can be young newlyweds, an established couple, or an older couple beginning with considerably fewer reproductive years remaining.
Your Sims may start in any social class. Peasant is not the default requirement. You may begin with farmers, laborers, craftspeople, merchants, professionals, minor nobility, wealthy nobility, or royalty.
Starting money, housing, clothing, education, servants, animals, occupations, and possessions should reasonably reflect the class you choose.
The 1500s cover an enormous period of change. A household beginning in 1500 should not look identical to one living in 1599. Clothing, architecture, religion, literacy, household goods, warfare, international trade, and technology can gradually change throughout the century.
If you are continuing from the 1400s rather than beginning a new save, do not replace everything on January 1, 1500. Changes should appear gradually as your Sims can afford them and new objects or practices become available.
Female Sims may marry beginning at age 12, and male Sims beginning at age 14.
These are minimum challenge ages, not mandatory marriage ages.
Many Sims should marry later depending on their wealth, occupation, social status, inheritance prospects, available spouses, and family circumstances.
Once a Sim reaches marriageable age and survives their yearly death roll, roll a D4 for every year they remain unmarried.
Girls begin rolling at age 12.
Boys begin rolling at age 14.
1 on D4 = the Sim marries that year.
You may roll annually or roll ahead once the Sim reaches marriageable age.
For example, a girl reaches age 12 and survives. Roll a D4. If you roll a 1, she marries at 12. Anything else means you roll for 13, then 14, and so on until you eventually roll a 1.
Rolling a future marriage age does not guarantee survival.
If your Sim is supposed to marry at 19 but dies of disease at 16, congratulations: you planned a wedding that never happened.
Marrying young can help establish additional households and produce heirs before epidemics, wars, accidents, or maternal deaths destroy your plans.
It can also produce forty years of pregnancies and leave you wondering why one woman has populated half the save.
Your Sims may choose spouses based on:
Attraction
Family connections
Wealth
Occupation
Property
Social status
Religion
Reputation
Political advantage
Inheritance
Location
Personal affection
They do not need to marry someone of exactly the same social class.
Social mobility exists.
A successful merchant family may marry into the lower nobility, while a struggling noble family may find the money of an extremely wealthy merchant considerably more attractive than his pedigree.
Large differences in status should simply have a reasonable explanation.
For noble and royal Sims, marriage may primarily concern dynasty rather than romance.
Your newlyweds do not have to be in love.
They are allowed to become soulmates later.
They are also allowed to discover within approximately six hours that this arrangement was a terrible idea.
Your Sims do not need an elaborate wedding event to become married.
Ordinary families can have relatively modest ceremonies and celebrations.
Depending on religion and location, church involvement may be increasingly important to how your Sims formalize their marriages during this century.
Wealthier households may hold significantly more elaborate celebrations involving:
Large feasts
Musicians
Dancing
Expensive clothing
Processions
Gifts
Large numbers of guests
Displays of family wealth
Noble and royal weddings can be enormous political events.
However, your Sims still do not need:
White bridal gowns
Matching bridesmaid dresses
Modern wedding cakes
Modern wedding venues
Wedding photographers
A DJ
A glowing Mixology bar because The Sims refuses to understand what century you're playing in
Dowries remain completely optional for challenge purposes.
You do not need to provide one before a daughter is allowed to marry.
If you want an additional financial challenge, use the following standardized values:
Marriage Match
Optional Value
Marry a peasant
§500
Marry working class — just above peasant, but still broke
§1,000
Marry lower class
§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
These are challenge-balanced Simoleon values, not direct historical currency conversions.
Dowries and dowers may consist of more than money.
They can include:
Livestock
Clothing
Linens
Furniture
Jewelry
Tools
Household goods
Land
Property
Businesses
Income rights
For noble and royal households, marriage settlements may involve estates, political agreements, titles, territorial claims, or other extremely valuable arrangements.
Your Sims may separate or end marriages, but this should generally be uncommon and potentially difficult.
Exactly what is possible depends heavily on location and religion, particularly once you enter the Reformation.
Annulment, legal separation, abandonment, or simply maintaining separate households may sometimes be more appropriate than a modern divorce.
If you use the challenge's simplified divorce option, children from a formally dissolved marriage are considered illegitimate for inheritance purposes.
Religion becomes particularly important during the 1500s.
You do not have to simulate every theological disagreement of the century, but religion can now have significant effects on marriages, inheritance, migration, politics, and household relationships.
Beginning in 1517, Protestant movements may begin appearing in appropriate European regions.
Your Sims do not automatically become Protestant in 1517.
Changes should spread gradually and depend on where they live.
Depending on your location and storyline, families may:
Remain Catholic.
Convert to Protestantism.
Convert back later.
Disagree internally.
Hide their religious beliefs.
Attend different churches.
Flee religious persecution.
Lose property or social standing.
Benefit politically from religious change.
Religion can even divide families.
If you want additional chaos, when a major religious change reaches your region, roll a D4 for each adult household member.
1 = Sim privately disagrees with the household's religion.
You can decide whether they hide it, convert openly, leave, or create a magnificent amount of family drama.
Before religious institutions are dissolved in your particular region, Sims may:
Become monks.
Become nuns.
Receive education through religious institutions.
Give children to religious life.
Seek shelter there.
Receive care there.
Donate property to them.
If monasteries are suppressed or dissolved where your Sims live, those options may disappear.
Former monks and nuns do not need to vanish from existence.
They can return to ordinary life, join another institution, relocate, remain religious privately, or even marry where circumstances allow.
Bastards/illegitimate children cannot normally inherit or become the primary heir.
They may still:
Be acknowledged by their parents.
Live with their family.
Receive money.
Receive property.
Be educated.
Learn a trade.
Join the military.
Enter religious life.
Marry.
Have legitimate descendants.
Establish another family branch.
A wealthy parent may provide extremely well for an illegitimate child without placing them in the normal succession.
For nobility and royalty, legitimacy should remain particularly important.
Do not use modern adoption as the default solution for orphaned children.
Orphans may:
Live with grandparents.
Live with adult siblings.
Live with aunts or uncles.
Enter another household.
Enter service.
Become apprentices.
Be supported by religious institutions.
Be placed with charitable institutions where available.
Relatives may absolutely raise orphaned children.
For wealthy families, guardianship can become particularly important when a child inherits substantial property before reaching adulthood.
If a child inherits an estate, you may have another adult control the household's money until the heir becomes old enough to take over.
Whether that guardian responsibly protects the child's fortune or mysteriously spends half of it is between you, the guardian, and God.
Children are allowed to work.
Poor and working-class children may:
Tend animals.
Gather resources.
Help with crops.
Perform household chores.
Help care for younger children.
Assist in the family business.
Enter domestic service.
Learn a parent's occupation.
Older children and teenagers may become apprentices.
Apprenticeships are appropriate for trades such as:
Tailoring
Weaving
Blacksmithing
Carpentry
Masonry
Baking
Brewing
Printing
Painting
Metalworking
Merchant trades
An apprentice may temporarily move into their master's household if you want to represent apprenticeship more accurately.
Education depends heavily on wealth, sex, occupation, location, and social class.
Not every Sim needs to be literate.
However, literacy should not be restricted exclusively to clergy or nobility.
By the 1500s, literacy is increasingly useful among:
Merchants
Craftspeople
Printers
Administrators
Lawyers
Physicians
Clergy
Scholars
Nobility
Royalty
Wealthy women may also be highly educated.
Poor Sims can potentially learn to read as well; it should simply be less universally available.
Books are absolutely allowed.
Printing is now established enough that books no longer need to represent exclusively hand-copied manuscripts.
Your Sims may own:
Religious books
Printed books
Manuscripts
Poetry
Medical texts
Classical works
Account books
Political or religious pamphlets
Educational texts
Ownership should still reflect wealth.
A peasant household probably should not contain a 400-volume private library.
A wealthy scholar absolutely can.
Printed pamphlets and books become increasingly important throughout the century, particularly during religious and political controversies.
Sims with access to printing may become:
Authors
Printers
Publishers
Booksellers
If the game pays your author royalties, you may simply treat those royalties as income from manuscript sales, printing, patronage, or publishing.
Art is completely allowed.
By the 1500s, wealthy Sims can commission:
Portraits
Family portraits
Religious artwork
Sculptures
Decorative paintings
Elaborate furnishings
Noble, royal, and wealthy merchant households are particularly appropriate places for portraits.
Portraits may commemorate:
Marriages
Children
Heirs
Important appointments
Family alliances
Deceased relatives
You are therefore fully authorized to create a slightly unsettling hallway containing portraits of every ancestor since 1300.
Your Sims may WooHoo without pregnancy.
Whenever they intentionally use no-pregnancy WooHoo, roll a D6.
5 on D6 = contraception failed.
Immediately Try for Baby.
A failed Try for Baby does not require another attempt. Contraception failed; conception simply didn't occur.
Home birth remains preferred for most households.
Birth may be attended by:
Midwives
Female relatives
Neighbors
Servants
Other experienced women
Wealthy women may have significantly more attendants and resources available.
Physicians may become involved when appropriate, but they do not need to replace midwives for normal births.
If your Sim must go to an almshouse, hospital, convent, or similar institution because of gameplay or a serious complication, that is allowed.
Birth location does not change maternal or infant mortality rolls unless another rule specifically says otherwise.
If sent away, the mother and baby should remain away for 1–2 Sim days to represent an extended recovery period.
Babies may be breastfed or bottle-fed.
After every birth, roll a D10.
3 on D10 = the mother cannot successfully breastfeed this baby.
The child must receive substitute feeding or use a wet nurse.
For an additional challenge, roll a D4 for the baby.
2 on D4 = baby dies from malnutrition or complications of inadequate/unsafe substitute feeding.
If an appropriate wet nurse is available, you may cancel this additional roll.
Wealthy families may hire wet nurses.
Poorer households may rely on relatives, neighbors, or another lactating woman.
Roll again after the mother's next delivery; inability to feed one child does not mean she will automatically be unable to feed future children.
Your Sims may receive medical treatment.
Allowed practitioners can include:
Physicians
Surgeons
Barber-surgeons
Midwives
Apothecaries
Herbal healers
Experienced family/community members
Treatments do not automatically save Sims from challenge death rolls.
A Sim drinking medicine because you told them to does not grant immunity from tuberculosis, plague, childbirth, or whatever other horrible thing the dice have selected for them.
However, medicines required by a specific event or disease rule should still be used.
You may plead with Grim.
If Grim accepts, the Sim survives unless that specific death is marked as automatic/no pleading.
Occults follow any additional death or resurrection rules assigned to them.
Your Sims may:
Farm.
Garden.
Hunt.
Fish.
Raise livestock.
Gather.
Purchase ingredients.
Purchase prepared food.
Visit markets.
Trade.
Import foods if they can afford them.
Your household does not need to personally produce everything it consumes.
Urban Sims in particular can rely heavily on purchased food.
The 1500s are where your available ingredients can start becoming particularly interesting.
After European contact with the Americas, new foods and crops begin crossing the Atlantic.
However, discovery does not mean immediate universal availability.
Do not have every household suddenly eating modern tomato-and-potato-heavy meals in 1501.
New ingredients should appear gradually depending on:
Year
Location
Wealth
Trade access
Social class
Foods originating in the Americas can become available gradually during the century, including things such as:
Maize
Tomatoes
Potatoes
Cacao
Chili peppers
Various beans and squashes
Some may initially be rare curiosities rather than ordinary staple foods.
Likewise, Old World animals, crops, and foods are increasingly transported to the Americas.
If your Sims live outside Europe, do not treat European availability dates as universal rules. Use the actual region you're playing.
Yes, you can store food.
Treat refrigerator storage as representing appropriate preservation methods such as:
Salting
Smoking
Drying
Pickling
Fermentation
Cellaring
Preserving
Cool storage
You do not need to throw away leftovers because refrigerators haven't been invented.
If possible, hide or disguise modern refrigerators.
The Off-the-Grid trait remains optional.
You may use it for gameplay difficulty, but you do not need it for historical accuracy.
Simply restrict your Sims from using inappropriate modern conveniences.
Your Sims may keep as many animals as they can reasonably:
Afford
Feed
House
Care for
Animals may provide meat, milk, eggs, wool, transportation, labor, income, hunting assistance, pest control, protection, breeding stock, or companionship.
The household's animals should roughly reflect its wealth and occupation.
Horses remain allowed.
Your Sims may also travel by:
Horse
Cart
Wagon
Carriage where appropriate
Boat
Ship
Walking
There are no cars.
Travel can occur for trade, military service, marriage, pilgrimage, education, diplomacy, migration, exploration, or simply visiting relatives.
The 1500s involve rapidly expanding long-distance maritime travel.
Your Sims may participate in:
Merchant voyages
Exploration
Naval service
Overseas settlement
Missionary activity
Military expeditions
Long-distance trade
These journeys should not be treated as safe vacations.
If a Sim leaves on a major sea voyage, roll a D12.
1 = Sim dies during the voyage.
For exceptionally dangerous expeditions, roll twice.
Either death result kills them.
This can represent:
Shipwreck
Disease
Starvation
Violence
Exposure
Disappearance at sea
If they survive, they may return with money, unusual objects, new relationships, or absolutely nothing after disappearing for three years.
Military service is available to appropriate Sims throughout the century.
Depending on class and location, Sims may serve as:
Soldiers
Officers
Archers
Pikemen
Cavalry
Mercenaries
Sailors
Naval personnel
Gunpowder weapons are now absolutely allowed.
Do not restrict your 1500s armies to swords and bows simply because those look more "medieval."
Firearms and artillery should become increasingly prominent throughout the century.
Specific wars should still use their own challenge rolls.
Firearms are allowed from the beginning of the 1500s.
Early firearms should be appropriate to the period rather than modern guns.
As the century progresses, gunpowder weapons may become increasingly common in warfare.
Hunting with firearms can also become possible where historically appropriate.
Swords, bows, crossbows, spears, polearms, and other weapons do not disappear simply because firearms exist.
Technological
Roll a D12 for all 16+ male sims in France & Spain
4 means they’re enlisted
Roll a D8 for all enlisted
3 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 D4 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 D4 for all sims (including side households), 3 means they die of thirst.
Sweating Sickness killed 1/3 of the population.
So roll a D6, if it lands on 1 or 3, they die. Roll for EVERYONE, including side households.
Move some spaniards to Puerto Rico
Roll a D12 for all native Taino people, 2 means they are killed, and 12 means they die of disease
Fought between France, Holy Roman Empire, Spain, Scotland, England, Switzerland, and Italy
Roll a D12 for all 16+ male sims in locations mentioned
4 means they're enlisted
Roll a D8 for all enlisted
3 means they die
An acute respiratory disease emerged in Asia before spreading through North Africa and Europe during the first chronicles, an inter-regional flu pandemic generally recognized by medical historians and epidemiologists. Roll extra for EVERY sim in your family (including the side households).
These are your odds: Using a D20 roller, roll for every single sim. If a sim rolls a 20 then your sim dies, otherwise, they’re perfectly fine and survived.
Move some spaniards to Cuba
Roll a D12 for all native people in the area, 2 means they are killed, and 12 means they die of disease
Roll a D6 for all 16+ male spaniards living in Puerto Rico
3 means theyre enlisted
Roll a D4 for all enlisted
2 means they die
Roll a D4 for all other spaniards living in Puerto Rico
1 means they die
Roll a D12 for all Taino people
5 means they die
Sweating Sickness killed 1/3 of the population.
So roll a D6, if it lands on 1 or 3, they die. Roll for EVERYONE, including side households.
Roll a D4 for all 16+ males in Algeria and Spain
4 means they’re enlisted
Roll a D20 for all enlisted
12 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 D4 for all sims (including side households), 3 means they die of thirst.
Move some spaniards to Mexico
Roll a D4 for all native people in the area, 2 means they are killed, and 4 means they die of disease
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Roll a D4 for all mexican sims. 2 means they die of Smallpox
Fought between France, Switzerland, Italy, England, Spain, Holy Roman Empire
Roll a D20 for all 16+ male sims in areas mentioned
4 means theyre enlisted
Roll a D20 for all enlisted
3 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 D4 for all sims (including side households), 3 means they die of famine.
Move some spaniards to Chiapas
Roll a D12 for all native people in the area, 2 means they are killed, and 12 means they die of disease
Move some spaniards to Yucatan
Roll a D12 for all native people in the area, 2 means they are killed, and 12 means they die of disease
Move some spaniards to El Salvador
Roll a D12 for all native people in the area, 2 means they are killed, and 12 means they die of disease
Move some spaniards to Guatemala
Roll a D12 for all native people in the area, 2 means they are killed, and 12 means they die of disease
Roll a D20 for all 16+ male sims in Spain, Holy Roman Empire, France, Switzerland, Italy, & England
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Roll a D20 for all 16+ male sims in Ottoman Empire, Algeria, Hungary, Austria, Croatia, Serbia, Italy, France, Spain, Germany, Bavaria, Russia, Portugal, Poland, & Lithuania
4 means theyre enlisted
Roll a D20 for all enlisted
3 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 D4 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 D4 for all sims (including side households), 3 means they die of famine.
Sweating Sickness killed 1/3 of the population.
So roll a D6, if it lands on 1 or 3, they die. Roll for EVERYONE, including side households.
Move some spaniards to Peru, Bolivia, Ecuador, Columbia, & Chile
Roll a D12 for all native people in the area, 2 means they are killed, and 12 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 D4 for all sims (including side households), 3 means they die of thirst.
“The Count's Feud (Danish: Grevens Fejde), also called the Count's War, was a war of succession that raged in Denmark in 1534–36 and brought about the Reformation in Denmark. In the international context, it was part of the European wars of religion.”
Flip a coin for all male sims who live in Denmark, this determines if they are
enlisted. Tails means they are enlisted.
Roll a D6, and 3 or 5 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 D4 for all sims (including side households), 3 means they die of famine.
Fought between Holy Roman Empire, Spain, France, and Ottoman Empire
Roll a D20 for all 16+ male sims in the areas mentioned
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Fought between Italy, Spain, Ottoman Empire, France, and Algeria
Roll a D20 for all 16+ male sims in the areas mentioned
4 means theyre enlisted
Roll a D20 for all enlisted
3 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 D4 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 D4 for all sims (including side households), 3 means they die of famine.
“The Arauco War was a long-running conflict between colonial Spaniards and the Mapuche people, mostly fought in the Araucanía. The conflict began at first as a reaction to the Spanish conquerors attempting to establish cities and force Mapuches into servitude.”
Flip a coin for all male sims who live in Araucania or Spain, this determines if they are enlisted. Tails means they are enlisted.
Roll a D6, and 3 or 5 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 D4 for all sims (including side households), 3 means they die of thirst.
Roll a D8 for all mexican sims. 6 and 8 mean they survive, everything else means they die of Cocoliztli. 27-80% of the mexican population died.
Roll a D20 for all 16+ male sims in Spain
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Roll a D6 for all 16+ male sims in Mexico
4 means theyre enlisted
Roll a D8 for all enlisted
3 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 D4 for all sims (including side households), 3 means they die of thirst.
Fought between Switzerland, France, Ottoman Empire, Italy, Holy Roman Empire, & Spain
Roll a D20 for all 16+ male sims in areas mentioned
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Roll extra for EVERY sim in your family (including the side households).
These are your odds: Using a D20 roller, roll for every single sim for each year. If a sim rolls a 20 then your sim dies, otherwise, they’re perfectly fine and survived.
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 D4 for all sims (including side households), 3 means they die of thirst.
“The Livonian War (1558–1583) was fought for control of Old Livonia (in the territory of present-day Estonia and Latvia )”
Flip a coin for all male sims who live in Northern Europe, this determines if they are enlisted. Tails means they are enlisted.
Roll a D6, and 3 or 5 means your soldier dies.
Once again the Black Plague swept through Europe in 1563 so because of this you have to roll extra for EVERY sim in your family (including the side households).
These are your odds: Using a D6 roller, roll a 1-5 and your sims are safe. Roll a 6 and your Sims immediately die of the Black Plague.
Move some spaniards to the Philippines
Roll a D12 for all native people in the area, 2 means they are killed, and 12 means they die of disease
“The Amir Nur exerted every effort to help his people to recover, but after every respite the Oromo would again descend like locusts and scourge the country, and Nur himself died of the pestilence which spread during the 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 D6 for all sims (including side households), 3 means they die of famine and 5 means they die of pestilence.
“The Eighty Years' War or Dutch War of Independence (1568–1648) was a revolt of the Seventeen Provinces of what are today the Netherlands, Belgium and Luxembourg against Philip II of Spain, the sovereign of the Habsburg Netherlands. “
Flip a coin for all male sims who are dutch or spanish as they age to teens, this determines if they are enlisted. Tails means they are enlisted.
Roll a D6, and 3 or 5 means your soldier dies.
Fought between Spain & Algeria
Roll a D4 for all 16+ male sims in areas mentioned
4 means theyre enlisted
Roll a D8 for all enlisted
3 means they die
Pan-European famine, including Italy, France, Germany, Switzerland, Austria, Low Countries, Nordic Countries, Russia and mostly east off Ukraine
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 D4 for all sims (including side households), 3 means they die of famine.
Flip a coin for all mexican sims
heads means they die of Cocoliztli.
Fought between Malasia, Spain, and Philippines
Roll a D8 for all 16+ male sims in areas mentioned
4 means they are enlisted
Roll a D20 for all enlisted sims
12 means they die
Fought between Ireland, England, and Spain
Roll a D8 for all 16+ male sims in areas mentioned
5 means theyre enlisted
Roll a D20 for all enlisted
6 means they die
Fought between Spain, France, Portugal, & England
Roll a D8 for all 16+ male sims in areas mentioned
5 means theyre enlisted
Roll a D20 for all enlisted
6 means they die
Fought between Bavaria, Spain, and Netherlands
Flip a coin for all 16+ men in areas mentioned
Heads means theyre enlisted
Roll a D12 for all enlisted sims
5 means they die
Pan-European famine, including Italy, France, Low Countries, Britain and Ireland
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 D4 for all sims (including side households), 3 means they die of famine.
Fought between Spain, England, France, Ireland, Scotland, and Portugal
Roll a D20 for all 16+ male sims in areas mentioned
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Roll a D10 for all Native American sims
7 means they survive
“The War of the Three Henrys was the eighth conflict in the series of civil wars in France known as the Wars of Religion.”
Flip a coin for all male sims who live in France, this determines if they are enlisted. Tails means they are enlisted.
Roll a D6, and 3 or 5 means your soldier dies.
Pan-European famine, including Italy, Spain, France, Germany, Switzerland, Austria, Britain and the Nordic countries
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 D4 for all sims (including side households), 3 means they die of famine.
London experiences its last major plague outbreak of the 16th century. During this period, at least 19,900 people died of the plague. Roll extra for EVERY sim in your family (including the side households).
These are your odds: Using a D10 roller, roll a 1-9 and your sims are safe. Roll a 10 and your Sims immediately die of the Black Plague.
Fought between Cambodia, Spain, Mexico, Portugal, Philippines and Japan
Roll a D12 for all 16+ male sims in areas mentioned
4 means theyre enlisted
Roll a D20 for all enlisted
3 means they die
Between England & Ireland
Roll a D12 for all Irish & English sims
5 means they die of Disease
Roll a D6 for all 16+ male sims in France and Spain
2 means theyre enlisted
Roll a D12 for all enlisted
4 means they die
Roll a D20 for all 16+ Male Spanish sims
3 means theyre enlisted
Roll a D20 for all enlisted Spanish
4 means they die
Roll a D12 for all 16+ male sims in the New Mexico area
5 means theyre enlisted
Roll a D8 for all enlisted sims
6 means they die