Now, we get to the real meat of the challenge. Here I will put down all of the 1600s-specific rules, and how you need to start the challenge. If you want to start earlier, however, I suggest taking a look at Morbid's rules for the 1300s to the 1600s, it shouldn't be too hard to take those and integrate the BACC style rules.
Getting Started
Alright, I know I've already made a getting started post, but this is specific to the 1600s. Once you have all the stuff set up that the other post laid out (starting world, households), you can move your households into any lot. Your mayor must move into the largest lot in your chosen world, and you have free reign to give them as much or as little money as you want, build a house, or get a house from the gallery. Your upper class citizens may start with anything from $100k-$200k. Your middle class citizens may start with anything from $25k-$100k. Your poor citizens may start with anywhere from $5k-$25k. And finally, your destitute citizens must start off with no money whatsoever and no house, and must find a way to pick themselves up from the ground.
All houses must have the lot challenges Off-the-Grid, and Simple Living. You may have any other challenges except Reduce and Recycle, Landfill Lot, or Spooky, until you unlock them. As for the lot traits, you may have any lot trait except Eco Lot, Study Spot, University Student Hangout, Oceanic Paradise, Island Spirits, any from Get Famous, any from Vampires, Good Schools, Science Lair, or Fast Internet.
For extra fun, you can roll to see what ages each of your families start at, but you can also just give them an age you think works well.
For the very first rotation of each newly placed family, you do not need to roll that year to see if they survive. Even newborn babies can survive this first year, it's free. But the next rotation/year is when their first death roll must happen.
This is not going to be 100% accurate to any particular country - you may start wherever wish, so I'm not going to put in any specific rules related to the area. For example, the first colony in America was founded in 1607, but the settlers came in 1620, and my challenge starts in 1600. I don't care, because it's not necessarily America that everyone is going to play in, and so we start in 1600 with the option to start earlier or later for anyone who wants to.
No one except the Mayor may have a career at the beginning. After all, this is a brand new settlement, no matter where it is. Your sims need to establish themselves.
Set up a tax system. My suggestion is to look up the tax rate of your intended area at the year you're in, and decide what % it will be based on that and the personality of your mayor. You can be as realistic or unrealistic with this as you want, as long as you remove some amount of money from your sims' coffers every year/rotation. (My plan is to have a base of 5% of their simoleon balance at the end of each rotation, and increase/decrease that percentage based on the personality of my current mayor.)
You may only have 1 orphanage per every 10 households. So if you roll to have 2 orphanages at the beginning, you must reroll for one of those. Also, this does mean that after you get your 11th household you may get another orphanage. Your matrons may not marry, because they are dedicated to the raising of orphaned children. (This does not mean that they may not have children out of wedlock, scandalous though that might be.)
There are many things you may not have until you unlock them, so you will need to read this whole post to find out what you may or may not have.
Pets are allowed, but there are no vets yet, so keep that in mind.















