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Author: Warfreak
Version: 2.0
Date Started: 24/6/09
NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!
REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK
ABOVE!
*('@')~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~('@')*
Use Ctrl+F to quickly navigate this guide.
Table of Contents
§1 Introduction
[1.01] Introduction
[1.02] Version History
[1.03] Differences
§2 Getting Started
[2.01] Creating a Sim
[2.02] Aging
[2.03] Traits
[2.04] Secret Traits
§3 Moods and Moodlets
[3.01] Your Mood
[3.02] Positive Moodlets
[3.03] Negative Moodlets
[3.04] Neutral Moodlets
§4 Lifetime Wishes, Upon a Star
[4.01] What are Wishes?
[4.02] Lifetime Wishes
[4.03] Normal Wishes
[4.04] Lifetime Happiness
§5 Skill Sets
[5.01] Skills
[5.02] Athletic
[5.03] Charisma
[5.04] Cooking
[5.05] Fishing
[5.06] Gardening
[5.07] Guitar
[5.08] Handiness
[5.09] Logic
[5.10] Painting
[5.11] Writing
§6 Primary Jobs
[6.01] Overview
[6.02] Business
[6.03] Criminal
[6.04] Culinary
[6.05] Journalism
[6.06] Law Enforcement
[6.07] Medical
[6.08] Military
[6.09] Music
[6.10] Politics
[6.11] Professional Sports
[6.12] Science
§7 Part-Time Jobs
[7.01] Overview
[7.02] Bookstore
[7.03] Day Spa - Receptionist
[7.04] Day Spa - Specialist
[7.05] Grocery Store
[7.06] Graveyard
§8 Skills In-Depth
[8.01] Cooking
[8.02] Fishing
[8.03] Gardening
[8.04] Guitar
[8.05] Handiness
[8.06] Writing
§9 Education
[9.01] Education
[9.02] Bits and Pieces
§10 The Cycle of Life
[10.01] General Overview
[10.02] Babies
[10.03] Toddlers
[10.04] Child
[10.05] Teenager
[10.06] Young Adult
[10.07] Adult
[10.08] Elder
[10.09] Death
[10.10] Ghosts
[10.11] Playing as Ghosts
§11 Relationships
[11.01] Relationship Basics
[11.02] Short Term Context
[11.03] Long Term Relationships
[11.04] Romance
[11.05] The Good Path - Marriage
[11.06] The Bad Path - Rejection and Affairs
[11.07] Meeting People
[11.08] Having a Baby
[11.09] Parties
§12 NPCs
[12.01] Babysitter
[12.02] Burglar
[12.03] Firefighter
[12.04] Maid
[12.05] Mailman
[12.06] Newspaper Kid
[12.07] Pizza Delivery
[12.08] Police
[12.09] Repo Man
[12.10] Social Worker
[12.11] Technician
§13 Sunset Valley
[13.01] Places of Employment
[13.02] Everfresh Delights Supermarket
[13.03] Divisadero Budget Books
[13.04] Sharma Day Spa
[13.05] Community Pools
[13.06] Community Parks
[13.07] Places of Interest
[13.08] Investments
§14 Collectables
[14.01] Insects
[14.02] Gems
[14.03] Precious Metals
[14.04] Space Meteorites
§15 Opportunities
[15.01] Opportunities
[15.02] Special Opportunities
[15.03] Skill Opportunities
[15.04] Career Opportunities
[A] Contact Information
[B] Credits
[C] Webmaster Information
[D] Copyright Notice
*~~~~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.01] Introduction
Welcome to my 51st guide, and it has been exactly 50 guides since my first
guide was released, which was for the predecessor of this game, the Sims 2.
Despite my feverish attempts to keep away, there was public support for me
to do this, and as such, here I am.
Anyway, this guide is for the Sims 3, the sequel/prequel to the Sims 2, sequel
in terms of gameplay, prequel in terms of storyline. This is just the base
game, and as such, when expansions do come into play, which is a definite,
it will only cover the base game, whether I do the expansions is completely
up to my discretion.
Without further ado, let us start. Again.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.02] Version History
Version 0.0 [24/6/09]
I'm back! Not that I was gone. Anyway, did a start, finished 12 whole traits.
This might take a while.
Version 0.1 [25/6/09]
Doing more of the traits, glad to see people tuning in. 16 more traits done,
this is taking a bit longer than I expected, but I am going relatively in
depth on this, I do find it is quite important.
Version 0.2 [26/6/09]
Pushing through, about 20 more traits to go, which means I should finish
tomorrow. I plan to do the moodlets next.
Version 0.3 [27/6/09]
All the traits done. Even the secret ones. This was a grind session.
Version 0.4 [28/6/09]
All the Moodlets are complete. I'd never thought I'd get it done.
Version 0.5 [29/6/09]
Start on the total wishes list, finish up to F, still G-Z to go.
Version 0.6 [30/6/09]
Completed all the Wishes, but internet is down, so no upload. Which is rather
annoying.
Version 0.7 [2/7/09]
Well, taking a day off, given that I felt a bit burnt out, and the internet
was still down, but now it is up, for now. Better upload this quickly. Anyway,
sections 5.01-5 is done.
Version 0.8 [5/7/09]
All the skills are finished, now to decide what to do next. Given the choice,
I think I'll start on those indepth skills that I promised.
Version 0.9 [8/7/09]
Completed 5 Career paths.
Version 1.0 [9/7/09]
4 more career paths complete. 2 more main paths and the side jobs and that
will finish careers.
Version 1.1 [10/7/09]
All the careers and part time careers are done. Finally.
Version 1.2 [14/7/09]
Completed the Cooking and Fishing indepth guides.
Version 1.3 [15/7/09]
Completed Gardening and Guitar skill guides.
Version 1.4 [17/7/09]
Completed all the Indepth guides.
Version 1.5 [28/9/09]
Long time update, added in chapter 9 and 10, seeing that I've got less
projects to worry about.
Version 1.6 [19/10/09]
Finished §11 and §12. According to my to do list, there isn't a lot left to
do for this guide.
Version 1.7 [22/10/09]
Completed up to §14, and starting on §15, Opportunities. Should be done soon.
Version 1.8 [29/10/09]
2 more sets of opportunities before the skill opportunities are complete. Then
the career ones, and all done.
Version 1.9 [30/10/09]
Completed all the skill opportunities, and 3/10 of the career opportunities.
Version 2.0 [31/10/09]
Guide is finally complete. I have no more open projects.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.03] Differences
What is so different about this game over the Sims 2? Well, there are several
things that you will use in this game and once you use it, you won't have a
second doubt that this upgrade was a wonderful choice.
* Seemless neighbourhood. Basically, although you can no longer play and
modify community lots, they are now just interaction buildings, your
neighbourhood is seemless, when time moves with your family, it also does
for other families, so keep that in mind.
* No loading time, and this is quite significant, in previous games, waiting
5 minutes to load up a large community park was a standard. I could make a
cup of tea in that time.
* Personal Cars for your Sims use, Inventory System, Trait System, and so
much more.
There is a lot to discover in this game, and part of my job, as the
perfectionist that I am, is to cover ALL of it. This will be a long project
and a long guide, but make no doubt, this will be done.
And for those who say that it is stripped back to the basics, you need to
note that a lot of the concepts from the Sims 2 and all the expansion packs
have been added. For example, fishing and gardening from Seasons is back,
Young Adults from University has been added, Cars from Nightlife is added,
business ownership from Open for Business has been added, so quite a fair
bit has been added.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.01] Creating a Sim
Well, your manual does a good job to this, so there isn't much of a need for
me to go into how you create your Sim. You can create a real ugly, feral,
zombie looking thing, or you can create the right hand of God, or somewhere
in between, and as always, yourself.
As always, there is your head, clothing, all that little kafuffle that I
really can't be bothered going over, you can play around with the tools
themselves, because it isn't necessary for me to do and talk abou this.
Anyway, the thing that I will talk about are the traits and the favourites
that you can have your Sims adopt. Basically, traits are a set of 5 qualities,
less if you are not playing with adults, and these will effect the personality
of your Sim throughout the game, but as always, these are not permanent.
They will get their own section later, because there is a lot to go on with
traits, and a little in depth discussion on them is due.
Finally, there are the favourites. Here, you can set your favourite foods,
colours and music for your Sim, and basically, when they use objects or eat
foods or dance to music that is their favourite, they will get an extra mood
boost from it.
The list of favourite foods that are shipped with the base game include:
* Waffles
* French Toast
* Pancakes
* Fruit Parfait
* Autumn Salad
* Cheesesteak
* Dim Sum
* Fish and Chips
* Grilled Cheese
* Grilled Salmon
* Hamburger
* Hot Dog
* Lobster Thermidor
* Mac and Cheese
* Peanut Butter and Jelly
* Goopy Carbonara
* Ratatouille
* Spaghetti
* Tri-Tip Steak
* Stu Surprise
* Sushi
* Cobbler
* Cookies
* Key Lime Pie
The list of all possible favourite colours are:
* Aqua
* Blue
* Turquoise
* Spice Brown
* Green
* Irish Green
* Lime
* Grey
* Orange
* Purple
* Spiceberry
* Violet
* Lilac
* Pink
* Hot Pink
* Red
* White
* Sea Foam
* Yellow
* Black
Finally, the list of all music. Note that when I say custom, it is basically
the music channel that you can set yourself. You can import music into the
relevant folder. For those wonder, it is in My Documents -> Electronic Arts ->
The Sims 3 -> Custom Music
Anyway, the list of favourite music possible:
* Electronic
* Indie
* Pop
* Latin
* Classical
* Kids
* Custom Music
And that should be all to it. Note that you don't have a lot of clothes,
HOWEVER, you can move the slider along and you can modify the clothes and
their colours. Basically, the clothes that you are given are templates, you
can colour them to whatever you want, but no doubt that the modding community,
which will definitely thrive in this game, will provide you with a truckload
as well.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.02] Aging
Shock horror, there is no aging cheat in this game, there is an option to
turn off aging altogether in the options section of the game. Look for it
yourself or use the manual. However, if you are going to use aging, this is
going to be very different.
Why? Because you can also now adjust the aging of other characters, that you
don't control, basically, the townies or the NPCs of the game. Also, you can
adjust the rate in which Sims age. They can age rather rapidly, and have quite
short livespans, or they can have exceptionally long lifespans, you can set
it to epic and have them live for at least 960 days, provided they don't
befall a certain accident.
Basically, aging is a key factor in this game, and one that you can control.
The manual should provide more information on this, and I assume that you all
have manuals, one thing that I have learnt over the last 4 and a half years
in writing is that manuals go together with guides, guides are not to overtake
manuals.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.03] Traits
This is going to be a massive section. There are over sixty different traits
that you can choose from in this game, and currently, in the base game, you
can only have 5, though that may change in future expansion packs. There are
some secret traits, though I will only confirm the Pyromaniac perk. Anyway,
lets get started.
***************
*Absent-Minded*
***************
Absent Minded Sims are just that, they will always seem to be lost in their
thoughts, pausing to think about anything and everything. And they sometimes
forget what they were meant to do, which can be quite a problem.
--==Benefits==--
There are really no real benefits of being absent minded, though if you want
a Sim who is very forgetful, then this would be ideal.
--==Disadvantages==--
Where do I start? Basically, they will, all of a sudden, stop what they are
doing and start to think. Although this may be fun to watch, this will cost
you valuable time which your Sims may not have.
--==Unique Properties==--
Sometimes, when they are watching television and they are finished watching
it, being absent minded that they are, they will turn off the TV, which may
be handy, however, not handy to those who are still watching.
--==Usefulness==--
0/5
There is really no practical and useful way to utilise this trait, and as
such, they do not have any use.
***********
*Ambitious*
***********
Those who are ambitious have high hopes, they aim for everything and they
will stop at nothing to achieve it. They will aim as high as they can, and
want to shoot up the career ladder, but they will get rather depressed when
they don't get that promotion that they are looking for.
--==Benefits==--
There are two real benefits of bing ambitious, they will have a higher rate
of job performance gained at work, which means that they will get promoted or
get that raise faster, and they will get increased lifetime points when they
have one of their wishes fulfilled.
--==Disadvantages==--
One problem is that if they do not get promoted, and at level 10, get enough
raises at regular intervals, they will get an Anxious moodlet, which will have
a detrimental effect on their mood, which isn't exactly one of the best
things that you want to have.
--==Unique Properties==--
In order to keep these little princesses happy, you need to enough that you
build up their performance at work fast, or else they get depressed and then
you'll be in a real fix.
--==Usefulness==--
2.5/5
Sure, it is quite useful, since increased job performance will make sure that
you get a little more money, however, if they don't get their promotions quick
enough, they throw temper tantrums, and that can be a problem to keep in
check.
********
*Angler*
********
Basically, a fisherman's friend, the angler trait means that your Sims will be
able to play with fish more. They catch better fish than other Sims and they
will do it faster as well, as well as enjoying fishing more than other Sims.
--==Benefits==--
Anglers will be able to catch more fish, faster than all the other Sims can,
and the added bonus is that they will be able to boost their fishing skill at
a much faster rather than Sims without this trait.
--==Disadvantages==--
Besides smelling like fish all the time, they really don't have any
disadvantages in terms of personality.
--==Unique Properties==--
All anglers will start off with a fishing book in their inventory, allowing
them to boost their skills faster. They will also gain more fun when they are
fishing, which is nice if they need a little stress relief.
--==Usefulness==--
4.5/5
This is a hell of a useful trait, and under normal circumstances, I would give
it full marks, but I'm going to save full marks for those that I think are
the best of the traits, and as such, 4.5 are for good traits, and 5 are for
the best of the best.
**********
*Artistic*
**********
Those who are artistic have a natural talent with the brush, and as such, they
are quite useful in making a hell of a lot of money through painting. They
make good artists, and indirectly, musicians and writers.
--==Benefits==--
These Sims get their Painting skills a lot faster than other Sims, which is
quite useful. They will also gain their Guitar and Writing skills faster than
other Sims, but not as fast as their gains in Painting.
--==Disadvantages==--
No shortcomings, except that they throw paint everywhere.
--==Unique Properties==--
Like many other traits, these Sims love to talk about their hobbies and as
such, they can talk about the arts to other Sims. Also, with free will
enabled, they will interact with the guitar and paint easel far more often,
which is nice.
--==Usefulness==--
5/5
This is one hell of a useful trait. For those Sims for which the prospect of a
job does not entertain them, painting, busking and novel writing is a good
way of making money. The higher your skill, the more money you make, and as
such, it is a good idea to level up all those three skills fast to make a lot
of money fast. Though this is considered an indirect job.
**********
*Athletic*
**********
Athletic Sims are the athletes, they are the best in their fields of running,
throwing spears everywhere and trying to out hammer throw the Hammer Bros.
They can push their bodies to the limit and far beyond that of normal Sims.
--==Benefits==--
Athletic Sims earn their athletic skills a lot faster than that of other Sims,
and being as fit as they are, they will take a lot longer period of time to
get the negative Fatigued moodlet that people who exercise can get.
--==Disadvantages==--
Since they love keeping fit and being health nuts, they will not tolerate
other Sims bad-mouthing fitness, and if they hear that, they will suffer a
nice relationship drop.
--==Unique Properties==--
These Sims have it good, they love their exercise, and they also love to talk
about exercise to other interested Sims, though don't think that they will
have a nice time with couch potatoes.
--==Requirements==--
CANNOT HAVE COUCH POTATO TRAIT
--==Usefulness==--
2/5
Sure, it is nice to build up your athletic skill, but the problem is that
the athletic skill pretty much has no use, unlike many of the other skills,
they don't make money, or save money.
**********
*Bookworm*
**********
Bookworms have a passion to read and write books, which is quite handy for
aspiring novelists. They are quick to read through all books, and they are
faster in terms of writing books.
--==Benefits==--
The Bookworm are able to read through books faster, which are useful in
finishing recipe books and fish books, and that means that they will be able
to get that new recipe faster. They will also be able to write faster in
terms of writing novels, their homework, or just working on their writing
skill. They will also get more fun from reading, which is quite useful as
well.
--==Disadvantages==--
The best thing is, they have no disadvantages.
--==Unique Properties==--
Like many other traits, the Bookworm love to talk about their hobbies, and
they will love to talk about books to other Sims, which is always a nice
touch. Also, they will get a nicer environmental boost from rooms with a
bookshelf in it, which is nice to attain that beautiful lot moodlet.
--==Usefulness==--
5/5
Seriously, writing through novels faster is exceptionally interesting
because they can get through more novels faster, and given that some books,
requiring about 24 Sim hours to get it down will get at least a thousand
Simoleons and this is for 6 weeks. Seriously, a very useful perk.
*******
*Brave*
*******
Brave Sims are fearless, they fear nothing, and in the face of adversity,
they will stay calm and take the disaster head on. They will sacrifice
themselves in order to protect those that they love, and the possession
that they treasure.
--==Benefits==--
Brave Sims are brave, and even though most Sims who tackle on burglars
are at least Level 3 on the career chain for Law Enforcement, Brave Sims
don't need that prerequisite in order to fight burgulars and defend their
home. Brave Sims can also use a fire extinguisher to immediately put out a
fire should it get out of hand, and unlike other Sims, he will not panic.
Finally, they will do much better in the Law Enforcement and Military
career than other normal Sims, who aren't brave.
--==Disadvantages==--
Brave Sims are brave, and as such, they fear nothing, and have no
disadvantages.
--==Unique Properties==--
These Sims have guts, willing to talk on robbers in their homes, well, it
isn't all that hard, those robbers aren't even armed with plastic sporks,
let alone a plastic butter knife. They will also have the ability to
occasionally demand a raise from their boss whilst at work, though the
probability of success is proportional to the job performance, the more that
meter is filled, the higher the chance of success, though it might backfire
and that could be nasty.
--==Requirements==--
CANNOT PICK THE COWARD OR LOSER TRAIT
--==Usefulness==--
3/5
Sure, being able to put out fires and take on robbers is a nice side bonus,
but the real benefit is the Law Enforcement and the Military career bonus. If
you are planning to move into those career ladders, this is useful, but
otherwise, they are home defenders.
*****************
*Can't Stand Art*
*****************
Sims who cannot tolerate Art will be intolerant towards art, they cannot
stand such snooty paintings. Never place an expensive piece of art in the
home of one who hates art, it will give them a negative moodlet.
--==Benefits==--
There is no benefit to hating art, except hating art.
--==Disadvantages==--
Basically, when they see an expensive piece of art, they will get a big
negative moodlet, and a small piece of art, or an inexpensive piece of
art, they will still get a negative moodlet. They will not tolerate talk
about art either.
--==Usefulness==--
1/5
Besides it's usefulness to making some nice movies, there is no real
point to making this a trait. Use make sure that you don't send them into
an art gallery, it might make them explode with rage.
*************
*Charismatic*
*************
These are the Barack Obamas of Sims, these are for the great orators and the
great communicators. As such, they will love to throw parties and socializing
and they will never put a foot wrong in social situations. These guys are
everyones best friend, though it might be hard to maintain all those
connections.
--==Benefits==--
All of these Sims will have a great advantage in the social conversation, as
they will always get more friendship points than other Sims with the same
amount of talk. They will also do a lot better when they are in jobs that
have tones that involve social interaction, for example, Law Enforcement when
talking to their partner, they will get more job performance for the same
amount of effort.
--==Disadvantages==--
There are no disadvantages to being a social butterfly, however, you do need
to maintain all those friendships.
--==Unique Properties==--
These will be gifted with a Charisma book at the start, so they have a little
boost to play with initially. They will also be able to debate politics with
other Sims, which is useful as a source of interaction between like-minded
Sims. They can also boost about anything and everything, to good effect as
well.
--==Requirements==--
CANNOT HAVE LOSER TRAIT.
--==Usefulness==--
3.5/5
Friends are no longer a requirement for jobs, which is one tell of a useful
removal, because it was hard to maintain a lot of friends. However, it isn't
useful if you need to maintain thousands of friends, in real life, we have
Facebook, the Sims don't have that luxury.
**********
*Childish*
**********
Childish Sims are just that, they cannot act their actual age, so they are
literally childish at heart. They will be ale to act as a child, even when
they are an adult. I mean, who doesn't like playing with their doll house at
the age of 40 >_>
--==Benefits==--
The benefits from children's toys are still useful in giving the associated
moodlets for it. Basically, the beneficial moodlets from toys will still
apply when they are an adult.
--==Disadvantages==--
Childish Sims are easily bored, and remember when we were kids, weren't we
all? Anyway, if they are at the end of repeating social interactions, the
effects in terms of relationship are much lower. So you'll need a fair amount
of variety to make sure that they are entertained.
--==Unique Properties==--
There are two fun properties that belong to childish Sims, they will not be
afraid of Ghosts, seeing that the only ghost they know of is Casper the
Friendly Ghost, and secondly, and somewhat strangely, they will have the
ability to fish in a swimming pool. There are a variety of things that come
into mind when you fish into a swimming pool, and fish aren't the things
that come into mind.
--==Usefulness==--
1.5/5
Lets face it, this isn't all that useful, environmental boosts from children
toys are easily overtaken with a nice, expensive piece of art, and being
able to fish in the pool isn't as much fun as the sea, and finally, being
scared of ghosts isn't such a big deal, wet your pants, and move on.
********
*Clumsy*
********
Being a butterfingers isn't actually such fun, nor is being a clutz either.
There are some interesting things that can come out of being butterfingers,
and dropping everything everywhere, but hey, most of use are butterfingers
anyway, right?
--==Benefits==--
Well, does having brand new china plates every night count?
--==Disadvantages==--
Okay, this will be interesting. When they are catching fish, their skills
with handling fish may occasionally let the fish escape, which isn't all
that nice. They will occasionally drop their plate of food on the floor as
their fingers "slip". Quite funny really.
--==Unique Properties==--
This is the best one, when they are proposing and on one knee, proposing
with the ring, they drop the ring. If this isn't useful for videos, I don't
know what is. This is entertainment at it's best.
--==Usefulness==--
3/5
Despite it being bad, it does have a hell of a lot of comedic appeal, I
mean, who doesn't want to see a proposal go bad? It's like an episode of
everyone's favourite sitcom. At look on the bright side, at least they
didn't tape over the video game with a NFL match, and then tape over the
NFL moment of the match with the Sealing Kiss.
*******************
*Commitment Issues*
*******************
These Sims, as you can already gather, have some problems saying "I Do", and
as such, they will try and avoid all forms of settling down. They enjoy
living the high life, so they don't want long term relationships, and they
don't want long term careers, think of them as Slackers in the Sims 2. And
don't think about marriage either.
--==Benefits==--
There are no benefits to not settling down. Maybe living the high life?
--==Disadvantages==--
These Sims do not take to relationship type social interactions well, they
do not, like, for example, a proposal to get marriage or engaged, that is a
form of being settled down, and that is something that they don't want.
--==Unique Properties==--
There is one way for such Sims to get married, they need to have an extremely
strong romantic bond, thing of them as exceptionally insecure, they need to
have proof that the other person loves them back rather than blind faith. They
will also not take kindly to staying in a career for a long time. And that
normally means that when it starts to look good for them, as in career
prospects, they will want another job, in another career path.
--==Usefulness==--
2.5/5
Well, this is starting to describe a fair amount of people nowadays, but it
is interest to make a movie out of this, see how ways that a person can escape
a marriage proposal. It'd be like being trapped into a corner, with a person
on one knee, and then, they teleport away. Now that would be a nice movie.
Just make sure you do it before Hollywood gets in the way.
***************
*Computer Whiz*
***************
These guys are sort of like me, love spending their time on the computer and
anything to do with computers, they are good with. They are quite good with
tinkering at their computer, and they also are good enough to start some
freelance work through hacking.
--==Benefits==--
Basically, being good with computers allows your Sims to repair their
computers, provided that they have some Handiness skill, with relative ease
and without fail. That saves money on repair costs. They can also go in and
start some hacking, they will get some money for hacking, though the money
isn't that great. And also, when they decide to play games on the
computer, they will get more fun out of it than other Sims.
--==Disadvantages==--
There are no disadvantages of being a computer whiz besides the lack of a
social life and sunlight, but that's about it XD
--==Unique Properties==--
They have their unique properties, they can hack computers and they can repair
them, but they can also go and talk about computers to other Sims, though that
is provided that they are interested in that subject.
--==Usefulness==--
3.5/5
It is a nice trait, but overall, it isn't the best, in my opinion. Sure, being
able to repair the computer is a good idea, and the hacking income is rather
mediocre at best, and sure, having increased fun is a good idea, but that is
about all of it. It isn't bad, but it isn't riveting either.
**************
*Couch Potato*
**************
These Sims are not actual potatoes, but they are just the lazy slobs that
decide it is a good idea to sit and watch the television all day, all the
time. Sure, it is a good life, but they need a hell of a lot of work for
them to actually become active, or even get a job. If only watching TV was a
paid job...
--==Benefits==--
The main benefit is that when they are comfy, on the couch or in bed, they
will have a far stronger Comfy moodlet. That means, their perk is about 50%
stronger than that of other Sims, which is a nice mood boost. They also get
fun a lot faster than that of other Sims when they watch television.
--==Disadvantages==--
The main disadvantage is that they need a lot more sleep than other Sims. This
is quite a powerful disadvantage for one reason, because it takes a lot more
time for sleep/energy to be recovered this time around.
--==Unique Properties==--
These Sims cannot do workout unless they are in a really good mood, and I mean
a very good mood. This is important because if they are dangerously overweight
and you want to trim that flab, you need to make them really happy, and that
often means a lot of sitting on the couch, watching the idiot box.
--==Requirements==--
CANNOT HAVE ATHLETIC TRAIT
--==Usefulness==--
2/5
Sure, it is great to have such a perk, they get more fun and the Comfy
moodlet lasts that little bit longer, but overall, the disadvantage of the
extra time that is lost to sleep is far more significant. Bear in mind that
having fun can increase skills, sleeping doesn't.
********
*Coward*
********
This always reminds me of the Monty Python and the Holy Grail, get back here,
cowards! Anyway, a coward is scared of anything and everything that can
remotely cause them harm, so they are pretty much useless in a fight. Make
sure you purchase enough bubble-wrap.
--==Benefits==--
There are no benefits of being a coward, except the countless video
opportunities for funny videos.
--==Disadvantages==--
These guys will get a Scared moodlet whenever they cross pathes with a ghost,
a burglar, fire, and even the Grim Reaper, regardless of the target that is
looking for. When those stimuli present themselves, they will normally run
like the wind, but sometimes, they may just collapse instead.
--==Unique Properties==--
What is unique to them is the ability to run away, they will get that lovely
option to flee.
--==Requirements==--
CANNOT HAVE BRAVE OR DAREDEVIL TRAIT
--==Usefulness==--
1/5
Sure, there are many video opportunities, but there is no practical use about
them and my rating is all about practical uses, not the countless video
opportunities, or this will get OVER 9000!
***********
*Daredevil*
***********
These guys are the thrill seekers, the adrenaline junkies. They live on the
extreme side of life, with little regard of the consequences. These guys are
crazy, and what it does is allow them to do EXTREME chores. Crazy.
--==Benefits==--
These guys will be able to put out a fire on the lot they are currently on a
lot faster than normal Sims, but not as good as a firefighter. Also, they can
never be burnt to death, so if you want a homicidal maniac who kills their
prey with a blowtorch, go ahead.
--==Disadvantages==--
They don't have any disadvantages, do they do need maintain their thrill
seeking behaviour.
--==Unique Properties==--
These guys are crazy. With their normal household duties, they can have an
EXTREME option of it, which sort of gives them a little fun. They can also
use the Watch This social interaction, which pretty much means that they will
do some extreme stuff, and receive the Adrenaline Rush moodlet for their
troubles. It pays to be crazy for these guys.
--==Requirements==--
CANNOT HAVE COWARD TRAIT
--==Usefulness==--
3.5/5
This is one of the most interesting traits, it is fun to be a homicidal
maniac, and that is what gets the points. Well, if they are bad cooks, the
whole house can burn down, yet they will survive. Writing this gives me so
many movie ideas.
*******************
*Dislikes Children*
*******************
Yes, you too can be like Mr. Burns, just hate children. As such, these Sims
don't want to do anything to do with children, they don't want to talk to
them, they don't want to play or entertain them, they don't want to teach
them, and more importantly, they don't want to give birth or be part of the
birth of a child.
--==Benefits==--
Besides from being the evil monster and the bane of children everywhere,
nothing.
--==Disadvantages==--
These Sims will not take it lightly to be around children, they will go out
of their way to make their life, and the life of the guardian, a living
hell. If children and these Sims are on the same lot, prepare for some
fireworks.
--==Unique Properties==--
These Sims feel evil around children, and when they are near children, they
will get a negative moodlet. Don't worry, if they hate children so much, they
don't reproduce, and as such, they will not have the opportunity to be near
them.
--==Usefulness==--
0.5/5
There isn't any use for this, so really, besides video appeal, everything
about them are bad. So practically, this gets a 0.5 from me, which is far
more generous than a zip.
******************
*Easily Impressed*
******************
These Sims are just easy to impress, even the smallest of successes, like not
falling over on the pavement when doing one's shoelaces. Really, they aren't
hard to impress. Maybe they just have low standards.
--==Benefits==--
These Sims, as you can already gather, will always have a positive response
to social interactions that involve boasting in some way, shape or form. And
that is about it.
--==Disadvantages==--
None, except the disturbing lack of any high standards that these Sims seem
to possess.
--==Unique Properties==--
See, this is quite a powerful effect, though you want this in other Sims, and
not so much your own. Sims who are easily impressed are the best for Sims who
like boasting, and they make easy friends, you can just boast to them twice a
day and they'll be happy.
--==Usefulness==--
4/5
This is quite useful in making friends, however, it is only useful if that is
the person on the receiving end of a boast, rather than the delivering end.
However, it is useful in inter-family affairs, and if you keep a tight knit
family, useful in a parent, how doesn't like their kid succeeding? Don't
answer that question.
******
*Evil*
******
These guys, as you can already tell by the name of the trait, are evil. They
love the dark side, and if they had a choice, they'd all be using dual red
lightsabres. Anyway, they love taking enjoyment when other fail, which is
pretty much all of society, and they love to be as far away from the goody
goodies as possible. Imagine loving next to a police station...
--==Benefits==--
These Sims get moodlets around the failure of others. When one of the mood
bars of others reach the breaking point, so when others are quite hungry or
need to use the toilet, or are droopy, they will get a nice positive moodlet
out of that. And of course, they will always have an affinity to the dark
arts, and in this game, that means that they will do very well in the Criminal
career path.
--==Disadvantages==--
Of course, they do not get along with those with the Good trait. That means
that should a person with the Good trait meets your Sim, expect a fair
share of disagreements. It is possible to keep that friendship going, though
it is under a fair amount of strain. They also don't do well with those in
Law Enforcement either.
--==Unique Properties==--
These guys have a head start in crime, and they are one side of the battle
between good vs evil. Other than that, they don't have much in terms of
uniqueness.
--==Requirements==--
CANNOT HAVE THE GOOD TRAIT
--==Usefulness==--
4.5/5
This is exceptionally useful if you love to be evil, though it is the bane
of those who are good. They excel in crime, and they take enjoyment out of
the misery of others, but that is about it. Now, if only there were
lightsabres already included, or maybe a chicken costume.
***********
*Excitable*
***********
These guys are so excited about anything and everything. These will get a
nice boost when things go right, if something good happens, they get a
positive vibe, but they don't get the reverse, which is a pretty good thing,
if you come to think about it.
--==Benefits==--
These Sims can get the positive moodlet of being excited from a large amount
of activities that have them doing something that is beneficial. Things like
dancing to their favourite music, eating their favourite food, catching a
fish or winning an opportunity event, will have them gaining that moodlet.
Fun, eh?
--==Disadvantages==--
The best thing about being excitable is, besides the lack of caffeine, is
that they have no disadvantages.
--==Unique Properties==--
These guys can get the positive moodlet before anything, and this is a very
powerful benefit in it's own right. I mean, if their favourite meal was a
stack of pancakes before going to work, you can see where I'm going. And no,
you don't need to pack a suitcase.
--==Requirements==--
CANNOT HAVE GRUMPY TRAIT
--==Usefulness==--
5/5
This is one hell of a useful trait, like I said, if you set the favourite
meal to something they can eat before work, like some waffles or some pancakes
for breakfast (I'm almost tempted to post the link to the waffle song), they
will get a nice positive moodlet, and before work, that will give them a nice
boost to that promotion or raise they've been looking for.
*****************
*Family Oriented*
*****************
These guys are all about family, so if you want a nice family business, this
is a good trait to possess. These guys make super parents, they are the best
of the best for parents, they love children and their family. What is more to
be said?
--==Benefits==--
Like I said, they love their family, and as a result, they will have a much
better relationship start than others with family. They can also teach their
children more effectively than other Sims, which is consistant with their
family based trait.
--==Disadvantages==--
Besides from the fact that they might smother their children, and the
overbearing love, no baddies here.
--==Unique Properties==--
As many other traits, these guys have the ability to talk about their trait,
and as such, they can talk about their family to others. That's if they will
bother to listen.
--==Usefulness==--
3.5/5
Sure, this is useful in terms of family care, but other than that, this isn't
all that useful when you come to think about it. Sure, it does help you teach
your kids to walk and talk faster than other Sims, but other than that, it
doesn't do all that much.
********
*Flirty*
********
People who should be told to get a room fall under this umbrella. These
Sims always look for some romance, and they are somewhat more successful than
those who can't be bother trying, though it doesn't say much about the type
of people that they attract.
--==Benefits==--
These Sims have access to the flirt actions earlier on in a relationship than
those of other Sims, which is quite a useful boost, but remember that the
social can be rejected as well as accepted, so just keep that in mind. They
also do well with such socials, getting more of a boost. And finally, when
they go out and get massages from the spa, they get a little more in terms of
a boost.
--==Disadvantages==--
Besides the possibility of rejection and emotional heartache that could last
anywhere from a second to a minute, nothing bad.
--==Unique Properties==--
These guys, when they have free will on them, will tend to use a lot more
social interactions that lead to flirting, which could be a good thing in
getting more conquests, but it could also be a bad thing as it would lead to
more rejections as well.
--==Requirements==--
CANNOT HAVE UNFLIRTY TRAIT
--==Usefulness==--
4/5
This is quite useful if you want to make as many romantic partners as the
moon has craters, but there are other problems, continued flirting can be a
problem if it leads to problems with other Sims. Just keep an eye on what
they are doing, and they'll be fine. At least they don't have problem finding
the perfect one. Or at least they'll find someone to keep them company for
the night.
**********
*Friendly*
**********
Friendly Sims are just that, they are friendly to everyone that they meet,
and as such, they are very good at making new friends, which is rather useful
if you are striving for political careers.
--==Benefits==--
Basically, these Sims are best at making friendships, they will be able to
make friendships faster and they start with a larger boost to a relationship
when they first meet a new Sim, which is nice. They also have a much easier
time when they are making friendships, as social interactions give a larger
boost than before.
--==Disadvantages==--
There are no disadvantages to being friendly, not everyone is as friendly
as Ned Flanders.
--==Unique Properties==--
Pretty much what was stated, they get a larger boost when they are starting
a friendship, which is nice, and they will find int easier to make friends
with other Sims, which again, is always nice.
--==Requirements==--
CANNOT HAVE THE MEAN OR INAPPROPRIATE TRAIT
--==Usefulness==--
3.5/5
This is only useful for Charisma type jobs, and that is the Politics and to
a lesser extent, the Journalism career. Of course, having a lot of friends
is rather nice, but the amount of notices that you will get to maintain the
friendships that you have are quite annoying, though it isn't anything that a
party can't solve.
********
*Frugal*
********
Also known as the tightarse trait, this basically means that your Sims are
very careful with their money, and what the money is used for. They do not
like wasting anything, especially perfectly good food that isn't spoilt and
they spend their weekends sifting through the newspaper and the internet
looking for coupons for them to spend at the supermarket or the local book
store.
--==Benefits==--
These guys basically are able to use the internet and the newspaper to cut
some coupons out of it, and that allows you to go to the store that the
coupon is used for and purchase the specific product at a discounted price,
and that leads to a nice moodlet for you to play with, which is always a
nice thing, since it is a positive moodlet.
--==Disadvantages==--
These types of Sims are fanatical about price, so if you purchase a very
expensive item, such as that Plasma TV that you have coveting, then they
will get a negative moodlet because they don't like seeing such money
spent when a smaller TV would have sufficed. They also will get a negative
moodlet faster when they throw food away that could have been set away as
leftovers.
--==Unique Properties==--
These Sims are careful with their money to say the least, so you might get
some discounted items, but they will not react well when you spend their
hard earned money on items that they want or don't want. Such picky Sims.
Also, since the politics career relies on campaign donations, these Sims
tend to give a lot less than others.
--==Usefulness==--
2.5/5
Sure, saving money is good, however, such items that you can get in the
book store and the grocery store are open on sale, and in the case of the
groceries, most of them can be grown or caught later in the game, which
removes the need for you to go to the store in the first place. They are
good at saving money, but not good at spending it. Unlike most Governments.
********
*Genius*
********
These Sims are the super smart ones, the nerds, point-dexters, and whatever
other name that you have for them, sure, you can beat them up for their lunch
money, but they will be able to calculate the angle and force necessary to
knock you unconcious with a single throw of their protractor. Anyway, these
guys are the masters in chess, so don't take them on unless you know what you
are doing.
--==Benefits==--
These Sims are the best when it comes to logic based skills. They gain logic
skill points a lot faster than other Sims, and they are more proficent when
it comes to using the telescope to find new planets and stars for money. As a
bonus, they are also very good at chess, which is more of a hidden skill now,
it does not go up with logic. They are also useful in the Medicine, Science
and Law Enforcement careers, where logic is golden.
--==Disadvantages==--
Despite being beaten up for lunch money at school, and promptly taking down
the bullies with a Pi attack, there are no disadvantages.
--==Unique Properties==--
These guys are smart, so don't play them in chess if you are planning to
beat them. They will have a bonus in three careers, which is exceptionally
useful, and they will sometimes use the Contemplate action when they have
nothing to do, as to ponder the method the universe was created.
--==Usefulness==--
5/5
If you are planning to move into any of those three career fields, logic is
going to be necessary to get you far in those fields, which is a very
important skill to build. Also, they can get some good side money from the
telescope, so if those three careers are ones that you want, this is a must.
******
*Good*
******
These guys are akin to the Jedi order, they are the ones that protect society
from the world at large, from evil doers planning world domination to the
people who throw the cats into the trees. They are friendly and will help
their friends and family, and they will donate to charitable causes. They are
the other side of the epic battle of good vs evil. Good always wins. Or does
it?
--==Benefits==--
These Sims are quite hard to piss off, they need a lot of badgering (no
mushrooms please), to make them quite angry, which is good, and as such, they
are quite good at building relationships with other Sims. They are also quite
good at comforting another Sim. When another Sim is in a bad mood, they have
the option to comfort them, and this gives the other Sim a nice moodlet of
being comforted. It is nice to help people.
--==Disadvantages==--
See, being good means that no harm comes to you. See, that gun did kill you,
the bullet did.
--==Unique Properties==--
These Sims also have the ability to donate to a charity, though the name
always seems to be random, they do not have a set name, so you can donate to
the Llama society if you want. There are increasing options on how much you
wish to donate, but as a general rule, the more you donate, the longer the
charitable moodlet will last. They can, however, only donate once a day, since
the moodlet often lasts for 24 hours at most.
--==Requirements==--
CANNOT HAVE THE EVIL TRAIT OR MEAN-SPIRITED TRAIT
--==Usefulness==--
4.5/5
The reason this is scored so highly is because they can donate money for a
moodlet that lasts a whole day, and that means they can power on at work for
a much longer period of time, since that moodlet is quite powerful if you
donate, say, 1000 Simoleons to their cause. However, unlike the Evil trait,
you don't get any career boost, though it should go to Law Enforcement if
any.
**********************
*Good Sense of Humour*
**********************
These Sims are those that like to make others laugh, the David Lettermans and
the Jay Lenos of Sim society (I do not want complaints how either one of them
are crap, call them and tell them they're crap, I quite frankly don't care).
Anyway, these are the joke makers, and as such, they normally have a pretty
fun time out with their friends.
--==Benefits==--
These Sims are quite useful, they will start off with a relationship boost as
well and they can tell a large amount of jokes, and the best thing is that
they can never fail a joke, their jokes are always a success, and as such, it
is a good way to break the ice and start a new conversation with someone who
will be your new best friend.
--==Disadvantages==--
Besides being quite annoying with "why did the chicken cross the road?" jokes,
they have no down side.
--==Unique Properties==--
These guys will respond well to jokes as well as make great jokes that can
never fail. If only my comedy would be like that, right now, it is as funny
as a dustball flying past.
--==Requirements==--
CANNOT HAVE THE NO SENSE OF HUMOUR TRAIT. DUH.
--==Usefulness==--
3.5/5
Sure, it is useful for building a relationship, but other than to serve as
an ice breaker in new relationships, it doesn't contribute all that much,
though it is interesting to decode exactly what the Sim is trying to say.
**************
*Great Kisser*
**************
These guys have either been spending far too much time practising on either
their cousins, dolls or teddy bears, but their talent is, strangely enough,
in kissing others. This means that they give out unforgetable kisses, though
I heard a mixture of beer, wine, vodka, rum and whisky does a good job at
that.
--==Benefits==--
These Sims are just great kissers, and as such, when they kiss another Sim,
which is more like to happen given that they have a higher rate of success,
they will have a stronger relationship boost at the end of the interaction,
which is always something good.
--==Disadvantages==--
Other than to have some people vomit and Mrs Crumplebottom throwing mince
meat from her handbag at them, no disadvantages.
--==Unique Properties==--
These guys are just good kissers, and that is about all. Sure, they give
unforgivable kissers, but a few drinks at the bar, or a few dozen drinks,
or a few dozen bottles, do a good job of erasing their memory, and their
liver.
--==Usefulness==--
2.5/5
Sure, they are good at kissing, but the problem is building up the
relationship to the point where they are accepted for kissing takes a fair
amount of time, and by then, the relationship has to be going strong already,
so that defeats the point of this trait somewhat. Great for movies though.
Have a Clumsy Sim drop the ring, followed by an unforgettable kiss. I do
wonder why I'm not a Hollywood director XD
*************
*Green Thumb*
*************
These Sims are the gardeners, as you can guess, they love anything related
or indirectly involved in gardening. As such, they are good with the plants
and they can bring them back to life, even if they have been neglected for
a long period of time.
--==Benefits==--
These Sims have a natural ability to learn the Garden skill better, which is
quite useful. Seeing that gardening is a very good source of money and your
own food source, saving money, it is quite useful. They also have the ability
to revive any dead plants that have died due to neglect straight away, and
finally, they have the ability to harvest better harvestables from plants and
trees than other Sims without this trait.
--==Disadvantages==--
Besides the skyrocketing cost of water that doesn't seem to be reflected in
your bills, none.
--==Unique Properties==--
They will automatically start out in the game with a book about gardening for
them to read and gain skill in, which is quite useful to give that little
boost straight away. They can also gain social in their mood from talking to
plants, which is quite interesting.
--==Usefulness==--
5/5
This is exceptionally useful, you get much better harvestables, which leads to
more money when you sell the fruits of your labour, and also, it creates a
much more fulfilling meal when you cook with them. Basically, they set
themselves up for farming and good food, and that can mean a lot of money.
Don't worry, you don't have to worry about the water bill.
********
*Grumpy*
********
These Sims are just that, they are grumpy and antsy little people who get
really easily annoyed, and they are never in a good mood, which kind of makes
them a stick in the mad. They won't be happy, they don't want to be happy,
kind of like Dr. House, just happy being unhappy.
--==Benefits==--
There are no benefits of being grumpy, other than that Sim being nothing
more than an annoying prick towards other Sims.
--==Disadvantages==--
This is kind of a pain, basically, their mood bars take longer to refill,
especially the fun bar, and that means that they need to be exposed to more
fun activities for a longer period of time compared to other Sims in order
for them to get them in a good mood, which makes it hard for them to get
that promotion at work.
--==Unique Properties==--
They are just grumpy, they take longer to have fun, and that makes it rather
annoying for them to get that promotion at work or just generally be nice
to others.
--==Requirements==--
CANNOT HAVE EXCITABLE, GOOD SENSE OF HUMOUR, HOT-HEADED OR NEUROTIC TRAITS
--==Usefulness==--
0/5
Practical uses for this is next to none, there is no point in being a grumpy
old fart because it just creates more work for you to get that promotion or
that raise at work when your mood bar can only take the punishment of work
for so long.
*******
*Handy*
*******
These Sims are good with playing with tools, and they are generally good
around the house, unlike Frank Barone, who is the complete opposite. They
are quite good at tinkering with objects, and when things break, they can
repair them without fail or fear of being the target of a zap cannon. These
guys are the master repairers in the game, they will never fail at repairing.
--==Benefits==--
These guys will be able to gain the Handiness skill a lot faster than that
of other Sims, which is quite useful if you consider the amount of time it
takes for it to be built up. They also start off with a book about handiness
to start off with, so they can build their skills up faster. Finally, they
will always succeed in repair and tinkering with objects, they will never
fail, and therefore, never get electrocuted.
--==Disadvantages==--
Besides the fact that electrical discharges do not seem to effect them,
ruling out electrocution as a form of death, nothing bad.
--==Unique Properties==--
Again, they will never fail at repairing or tinkering with an object, which
means they will save a lot of money on the repairman. They will also fix an
item so that it is less likely to break, compared to as if it was fixed by
a normal Sim.
--==Usefulness==--
4.5/5
Sure, things around the home do get broken, and items like the shower and
the toilet get their fair share of use, which is quite problematic if you
only have one toilet in the house and it is broken. However, the repair costs
aren't that high, and later on in the game, it isn't useful as much. However,
their skill at tinkering is useful, considering the unlocks that you can get
out of tinkering.
********************
*Hates the Outdoors*
********************
These Sims hate sunlight, so they make ideal vampires, Basically, they do
not being outside, so if they need to do the gardening, or just stay outside
for a prolonged period of time, they get a real quick negative mood. However,
just to make it fair, the trip to work doesn't count as outdoors, they are
kind of in a car the whole time.
--==Benefits==--
Besides being the ideal vampire, there isn't anything else that is a good
thing about this trait.
--==Disadvantages==--
As mentioned in the intro, they hate the sunlight, and as such, if they stay
outside for more than 30 minutes, at tops, they will get a negative moodlet
where they are plagued by the outdoors. Which is quite annoying, because if
they need to do some grocery shopping or some fishing, they will get this
moodlet.
--==Unique Properties==--
There is nothing unique about hating the outdoors, and if real life was sort
if incorporated, these guys would be dead due to a lack of Vitamin D. So make
sure all of you kids spend some time outside in the sunlight, you need that
Vitamin D to survive.
--==Requirements==--
CANNOT HAVE LOVE THE OUTDOORS TRAIT
--==Usefulness==--
0.5/5
This is useless, besides comedic appeal of people hating fresh air, there is
nothing interesting about this trait. Sure, this goes well with being a couch
potato, but even then you need to take some time outside and use it to collect
and pay the bills. Or maybe you just like seeing the Repoman a fair amount of
times.
***************
*Heavy Sleeper*
***************
If this was a real life trait, I definitely want it. Anyway, these guys will
be able to sleep through everything, from the phone ringing to be B-2 Spirit
dropping bombs next to their bed, or a tank demolishing half their house,
they will sleep through anything and everything, which is a good and a bad
thing. Let me explain why.
--==Benefits==--
These guys will sleep through anything and everything, and that means that if
an appliance such as the stereo or the phone goes off and wakes people up,
these Sims will sleep right through it and they will continue to sleep as if
nothing as happened. This is quite a nice thing to have, because if you wire
your stereo with house speakers, they will go off and wake people up.
--==Disadvantages==--
However, there is a downside to heavy sleeping, these guys will also sleep
through things like burglar alarms. So if a robber decides to comes in and
sets the alarm off, these guys will sleep through it like nothing has happened
at all, which is quite interesting, and quite annoying because they can't stop
a robber in their tracks. Not even a fire can wake them up. Deep sleep.
--==Unique Properties==--
Basically, they have the ability to sleep through anything and everything, so
nothing will wake them up. They will also take their sleep to work, and as
such, in careers, they will have the option to sleep at work, though it
doesn't do wonders for their job performance.
--==Requirements==--
CANNOT HAVE LIGHT SLEEPER TRAIT
--==Usefulness==--
3.5/5
This is quite useful for most Sims, the ability to sleep through everything is
useful, but if you are a brave Sim, it isn't all that useful since you cannot
fight of robbers should they decide to start a home invasion. Though if you
have a burglar alarm, you don't have to worry too much. Anyway, think if it is
good idea or not, remember, the usefulness part is just my opinion on its
practical uses.
*******************
*Hopeless Romantic*
*******************
This is the idealist type of romance seeker, the naive, idealistic type,
they are on their quest to find their soulmate, and they will stop at nothing
to get it. To them, romance is like a well played romance movie, like the
Notebook, and they will take on this pursuit, despite the clarity of reality,
which may suggest that this isn't such a good idea, the Notebook was, after
all, set in the 1940s-50s.
--==Benefits==--
These guys, when they are on the receiving end of a romantic interaction,
will get more of a boost than other Sims, which is quite useful when they
are trying to boost up the relationship between the pair. Also, when they
have a romantic interest in the room, someone that are trying the court, using
the correct lingo, they will get an environmental boost as well, which is
quite useful.
--==Disadvantages==--
However, being a hopeless romantic, the romance movies are always happily
ever afters, and when they have their heart broken into tiny little pieces,
they will suffer a negative moodlet that is far more powerful than that of
normal Sims, who move on.
--==Unique Properties==--
Basically, they love their romance, and this translate to novel writing. When
they write romance novels, they are far more proficent than other Sims, which
means that their romance novels will attract far higher royalties rate than
that of other Sims. Considering how much those books make a week, this is a
sizable sum of money we are talking about.
--==Usefulness==--
3.5/5
I have nothing against chick flicks, if they are done right, but this is like
living in one. These guys and gals live as if it was in a romance novel, so
they love the love, and hate the hate. Basically, if you are going to have one
of these guys, just think of the money. Money can buy love, in most cases. Or
can it?
************
*Hot-Headed*
************
These guys are quick to anger, and they will quickly fire up and that makes
them quite scary. They will fire up over anything, especially breaking items,
it really wasn't their fault, and most important, they will get exceptionally
pissed off if they get fired from their job. So treat these guys are grenades
with short fuses. One, BOOM!
--==Benefits==--
Besides making fun movies of them blowing up next to other Sims, there aren't
any advantages.
--==Disadvantages==--
They will suffer from far stronger negative moodlets than other Sims if the
moodlet is related to them and their, ah, anger-management problems (that was
a great movie by the way). If they break something, their negative moodlet
is far stronger, and getting fired, well, call the bomb-disposal squad.
--==Unique Properties==--
Never decide to use negative social interactions with these delicate bombs,
if they so much as get on the receiving end of some teasin, watch them
explode and start firing back, starting World War 42. Basically, keep these
guys around in some bubblewrap, they might need it.
--==Usefulness==--
1.5/5
It is only interesting as them to keep it alive. These guys are only there
in order to keep life interesting. They will blow up over broken items which
easily, so the handyman should be on speed-dial, or a handy Sim is there to
meet them happy. Still, videos are a good thing though.
*************
*Hydrophobic*
*************
Keep these guys away from water. As you can guess, hydro means water and
the phobic means fear. Basically, do get them near water, they will not
like it. They dislike showers and getting wet in sprinklers, but what they
will really hate is the pool. They do not like it, and they will not enter
it.
--==Benefits==--
Watching these guys run like crazy when they get wet from the sprinkler.
That's about it.
--==Disadvantages==--
These guys will hate water with a passion. When in the shower, they are
exposed to water, so watch that negative mood build up and explode over
someone. When in the pool, watch their hatred slowly build up until they
get really annoyed. So yeah, keep them away from water, even if they
smell, funny.
--==Unique Properties==--
They will never get into the pool on their own free will, they will never
enter it. They will enter showers, however. They will also hate playing
in the bath, they will not stand it, and they will never get the playing
with Superduck moodlet either.
--==Usefulness==--
2/5
Basically, points for exploding, but in reality, it isn't very practical.
These guys hate water, and although it isn't a large part of their life,
they also hate standing near it, so wet floors around the house are a no no.
Keep it nice and dry, and they'll applaud you for it, make it a little wet,
and watch them scream. It's a shame that weather wasn't programmed, I'd like
to see them singing in the rain.
***************
*Inappropriate*
***************
These guys have no sense of timing, they will talk about the wrong things
at the wrong times. It's like making jokes about dead people when they
recently died, not in good taste. Or jokes about deeds that should not be
discussed in public, unless drunk. They always like to tease people, and
at some stages, mock them, but they always thing it is okay, and as such,
never apologise.
--==Benefits==--
These Sims have no sense of dignity, and as such, they will gladly search
through the rubbish of other Sims to find more trash, and sometimes, some
goodies that they can take home. Though watch out for the negative moodlet
that one gets from searching trash.
--==Disadvantages==--
These guys, socially, will never admit that they are wrong, and as such, they
will not be able to apologise to anyone for anything for their crimes. It
wasn't them. They will also get a social interaction to replace that, they
will be able to Make Fun Of others, and that is just a source of entertainment
for them, nothing else. Though expect relationship to drop a little.
--==Unique Properties==--
Well, they cannot apologise and they can make fun of others, and that is
about it. Though searching through the trash is fun, and smelly. Most of
the items that you get are cheap items that can easily be found in the
buy catalog, if you bother to look.
--==Requirements==--
CANNOT HAVE FRIENDLY TRAIT
--==Usefulness==--
2.5/5
You can actually make a fair amount of money if you rummage through people's
trash, though you constantly need to take showers to get rid of that moodlet
that you get when searching through trash. Although it isn't an easy task, so
stick with your neighbours. They are weak, however, socially, so if you want
to make the world's biggest jackass quickly, this trait is one for you.
********
*Insane*
********
These guys are very unpredictable, you will have absolutely no idea on what
the hell they are going to do, and as such, insane. These guys will do
anything that suits them, they can wear their swimwear to sleep, or their
formal clothing in the pool, what they do is completely random. Even if their
actions don't make sense, remember, they are INSANE.
--==Benefits==--
Well, they aren't scared of ghosts, I would think that the ghosts are more
afraid of them.
--==Disadvantages==--
However, being insane is quite difficult in terms of marriage. No matter at
what stage of the relationship you propose at, even if it is the highest
possible stage in the relationship, their response is completely random, and
as such, you have the same chance at success at the highest level and at the
bottom level. Insane indeed.
--==Unique Properties==--
Like I said, their actions don't need to make sense, like fishing in a
swimming pool. That doesn't make sense. They will also sometimes put on the
wrong piece of clothing to an occasion, like wearing their PJs to work, or
formal clothing into the swimming pool, or their work wear to sleep. It is
completely random with these people. And, just to cement the idea that they
are insane, they will be able to talk to themselves, gaining social points.
--==Usefulness==--
3.5/5
There is nothing more fun than being insane, but it does lose points for
having a random response to marriage, which is quite annoying. However, it is
just downright funny to see these guys interact with one another, they will
do the most crazy of things, and the best part of it is, you don't even need
to lift a finger to watch this.
**************
*Kleptomaniac*
**************
The Benders of the Sim world, they have a perchant of having wandering
fingers that always seem to find their way onto someone else's possessions
and then ending up in their pocket. They will always seem to accidently
place someone else's possession in their pocket, for keeps, from school,
work, or just for the hell of it, their neighbour's home.
--==Benefits==--
What is a bigger benefit than being able to steal things from others. They
will be able to nick some stuff from work, school, or their neighbour's
home, though it is random in what they steal, you cannot set them to steal
a specific item.
--==Disadvantages==--
When you steal something from someone, that person tends not to like you
very much for stealing their items. As such, you suffer a relationship drop
from them, and that is well deserved as well. Hey, I don't like people
stealing my junk, do you?
--==Unique Properties==--
When an item is stolen, that item is branded as stolen, and as such, you
really don't want that person to see a stolen possession of theirs in your
possession, so be careful. They will, however, also have the ability to
return the stolen object back to their owners, in return for a moodlet of
returning stolen goods.
--==Usefulness==--
4/5
Hell, stealing is fun, though it isn't in real life, the Sims haven't
developed a concept of a prison system yet. You sometimes might be able
to steal some good stuff, but the fun only lasts as long as you get away with
the crime, get caught in the act, and yeah, it is easy to make some quick
enemies.
***************
*Light Sleeper*
***************
These guys cannot get a good nights worth of sleep, they are constantly
tossing and turning in their beds, and even a pin dropping on the floor
could wake them up from their sleep, they will not sleep through anything,
unlike their heavy sleeper counterparts.
--==Benefits==--
Well, on the bright side, when a robber decides to come along and starts
to borrow some items from your house, your Sims with super acute hearing
can hear the robber opening the door and they will be fully awake for a
full on fight with the robber, without fail.
--==Disadvantages==--
They will, however, wake up from anything, from loud noises, such as
children, or when the TV is turned on, or that telephone starts buzzing, or
someone has the stereo too loud, they will always wake up, and as such, it
is hard for them to attain the Fully Rested moodlet unless everyone else
is sleeping.
--==Unique Properties==--
They will have the ability to research sleep techniques from the internet
via the computer, however, it really doesn't help them, they will still
remain super sensitive to noises. Shame it doesn't help them, maybe some
really thick mufflers?
--==Requirements==--
CANNOT HAVE THE HEAVY SLEEPER TRAIT
--==Usefulness==--
1.5/5
This isn't useful if they are going to go to work the next day and they
want that promotion because that Fully Rested moodlet is quite powerful and
it quite long lasting as well. Basically, these guys are only good for
house defence for your burglars, and that is about it, they will not able
to sleep through parties, so if you really want that Fully Rested moodlet,
keep it quiet.
*******
*Loner*
*******
These guys are the introverts, they love spending time by themselves rather
than enjoy the company of others, which is quite strange, and is getting
increasingly common in today's society. Anyway, these guys love activities
that only involve themselves, and they get nervous when they are hanging
around people that do not trust or hang out in large groups. So yeah, give
these guys some room.
--==Benefits==--
These guys love spending time by themselves, they will always be entertained
to the point where they get a moodlet for Solitude, which is quite
interesting, you get to have a positive mood by yourself.
--==Disadvantages==--
They will get a negative moodlet when they start to hang around people, so
building up friends will be a hard task when their mood says that they just
don't want to have any friends at the moment.
--==Unique Properties==--
These guys just cannot have friends, and as such Charisma based jobs are
hard for them. I mean, Barack Obama didn't become President if he didn't
interact with others. However, if they work on their own, they are quite
useful, so these guys make very good painters and novelists.
--==Requirements==--
CANNOT HAVE THE PARTY ANIMAL TRAIT
--==Usefulness==--
3.5/5
These are useful, exceptionally useful, in making money from gardening,
painting and novel writing, but other than they, they will have a hard
time at making money from work. Most work requires interaction with other
co-workers, and they are poor at that. However, what is interesting is
that they will act like normal Sims if they are with someone who is
considered their friend. The hard part is trying to get them friends.
*******
*Loser*
*******
No, I'm not talking to you, it's a trait. Anyway, Loser Sims are just
Sims who are not good at winning. Great Description. Anyway, they will
hardly win at games, so in a game of Chess, they might be a grand master,
but their loser trait will force them to lose a fair amount of matches for
someone who is a grand master. They will fail, and fail they shall. But
to them, failure isn't something to get angry over, they'll just have a
cry.
--==Benefits==--
This is funny, they will get a boost in their mood with the Winner moodlet
if they actually win a game, say in chess. Sure, most people get a boost,
but their boost will be stronger. Again, the problem is actually winning
a game.
--==Disadvantages==--
They will lose, and they will lose quite often, so in video games and in
chess games, they will lose most of the time, though this is nothing new
and they don't get a negative moodlet. But all those losses has made them
rather annoying, they'll just keep complaining about their inabiltiy to
win at anything.
--==Unique Properties==--
These Sims are just interest to watch, they cannot win at anything.
However, it doesn't make them useless, they are quite useful for other
Sims to gain a nice Winner moodlet before heading off to work. See, uses,
though for other Sims.
--==Requirements==--
CANNOT HAVE BRAVE OR CHARISMATIC TRAIT
--==Usefulness==--
2.5/5
These are only good to keep around the house if you plan to make all the
other Sims happy by giving them a punching bag of sorts, they call all
have the Winner moodlet by defeating this wimp. However, on the rare
occasion they do win, imagine what they can do. A lot. Before they sink
to the crushing depths of defeat, again.
********************
*Loves the Outdoors*
********************
Unlike their nature hating cousins, these guys love nature with all that they
have, and as such, they love spending their time outdoors, so activities that
force them to do this, like fishing and gardening will greatly satisfy
them. However, this love of the outdoors can take the better of them and
force them to spend more time than warranted.
--==Benefits==--
These Sims love the outdoors, and as such, they will get moodlets, positive
ones, for spending time outdoors, which is quite useful. Also, career paths
that require them to spend time outside such as the Science, Military and
the Athletic career will give them a nice boost, reducing their mood decay.
Finally, since they love the outdoors so much, they will get a boost by
talking about it to other Sims.
--==Disadvantages==--
However, since they love the outdoors, they need to spend a lot of time
outside, and this needs to be maintained less they get a negative moodlet
for their troubles. They need time outside, and if they don't get it, they
will suffer as a result.
--==Unique Properties==--
Basically, they get a career boost in three career ladders, which is quite
useful, and this is useful as well for gardeners and the like, seeing as
they spend so much time outside. However, they always need to spend some
time outside, and if they don't, they will get negative moodlets, just the
reverse of the Hates the Outdoors trait.
--==Requirements==--
CANNOT HAVE HATE THE OUTDOORS TRAIT
--==Usefulness==--
4/5
This is exceptionally useful, a boost in three career fields and moodlets for
doing the gardening. However, the only reason I deduct marks for this trait
is because of maintenance. Sure, they might be a novelist by night, but they
will always need to be outdoors for some time or they will get a sour mood,
and no one wants that.
*******
*Lucky*
*******
These Sims are the Sim form of Lady Luck, they are lucky in everything that
they do, and as such, it is impossible for them to suffer a bad day. Things
from getting a raise or reducing the chance of a robber targeting your
house are things that luck embodies. So if you have one of these guys in
your household, you can thank your lucky stars.
--==Benefits==--
Basically, by giving them 4 hours of straight sleep, they will have a chance
to obtain the lucky moodlet, which is a positive moodlet that lasts them the
entire day, of 24 hours. That means that get a nice little boost to their
mood, and as a result, that will get a lower chance of encounter things like
fires and robbers. Also, they will have higher chances of getting a successful
raise at work.
--==Disadvantages==--
These guys are all luck, they do not have any bad luck, and as such, they
have no disadvantages.
--==Unique Properties==--
Also as a side bonus, they will also be more likely to win at chess games,
regardless of the level and they will also have the chance to win at video
games more often than not.
--==Requirements==--
CANNOT HAVE UNLUCKY TRAIT
--==Usefulness==--
5/5
This is quite a useful trait, they have a chance at getting a moodlet for
just 4 hours sleep, and considering the amount of sleep that one needs to
refill the mood bar, that is quite easy to fulfill. Also, less fires and
broken objects are always a nice touch, it means a lower damage bill and
less handyman repairs.
***************
*Mean-Spirited*
***************
These Sims are just mean, simple as that. They don't like to be nice, and
they will go out of their way just to make someone's life hell. They love
to have a fight, and they rejoice when they gain a new enemy, which is quite
interesting. Anyway, if you want to be nasty, then these are the experts to
do it for you.
--==Benefits==--
These guys will never lose in a fight, and this is quite useful, if you want
to make more enemies than anyone else. Though the problem is getting them into
a fight in the first place, but look on the bright side, the robbers won't
be robbing your place any time soon. Also, it is an interesting system of
moods that they have, the more enemies that they have, the happier their
mood. Guess friends aren't their strong suit.
--==Disadvantages==--
These Sims are mean, and as such, they will automatically use negative and
mean social interactions automatically. If you want to rein them in, you
need to keep a very close eye on what they are doing. They make enemies as
much as I make guides.
--==Unique Properties==--
They will always win a fight, they will not lose, and as such, they make
great home defenders, provided that they have the brave trait. They will
also be quite useful in making some nice drama, make the town alive.
--==Requirements==--
CANNOT HAVE FRIENDLY TRAIT
--==Usefulness==--
2.5/5
It doesn't pay to be an asshat all the time, but it does save your possessions
from being stolen from you, which is always a bonus. However, the problem is
the amount of friends that you will not possess, you will have a hell of a lot
of enemies, and that limits the type of careers that you can move into.
Painting and writing are suggested jobs, considering that they don't need to
be friendly to anyone.
*******
*Mooch*
*******
These guys love getting their hands on as much as they can without trying to
fork out a single cent. They will love to mooch food and, more importantly,
Simoleons, from their neighbours, and that makes them quite the source of
unwanted hatred. Their neighbours will go along with their mooching at first,
but even they have their limits, unlike Flanders towards Homer in the
Simpsons.
--==Benefits==--
These guys love to mooch, they love to scab, as it were. As such, they will
often head to other homes, and they will tend to end up with some free food
and as many Simoleons that they can lay claim to. This is quite useful, free
food is welcome under any circumstances, and free money, who doesn't want free
money.
--==Disadvantages==--
Well, they don't like moochers, as in your neighbours, and as such, they will
get some unwanted negative attention from your neighbours, and if you are
trying to make friends, this won't be a good trait. Most people are okay with
it, like Wilson is to House, but some aren't.
--==Unique Properties==--
These guys have the option to go into someone's home and use their kitchen
as a source of snacks. Quite useful for the hungry Sim who is out of the
essential foodstuffs and the ones who are too cheap to pay. They also have
the option to mooch of other Sims in social conversations.
--==Usefulness==--
4/5
This is quite useful, stealing, or rather, mooching money and food from other
Sims who seem to go quite nicely, and they don't seem to have a care in the
world. However, do keep in mind that they don't tend to mooch a lot of high
value items, they get cheap food and some Simoleons, but not enough as a
source of income. Just make sure that you keep up the relations with the
neighbours, don't want new enemies out of them.
**************
*Natural Cook*
**************
These guys are the natural Iron Chefs of the world, they are natural cooks
so they excel in, the obvious, cooking. These guys love cooking, with a
passion, and they will be able to improve on their cooking, so their
food is delicious, compared to other Sims. If you are looking for a hearty
5 course meal, look no further.
--==Benefits==--
These guys are cooks, and by stating the obvious, they learn the cooking
skill a lot faster than that of other Sims, and given that learning how to
cook is time consuming, learning on the fly is quite useful. They will
never ever burn their food either, their dishes are always perfect, which
is useful for that moodlet. And because they cannot fail their dish, they
cannot start fires in the kitchen.
--==Disadvantages==--
There are no disadvantages of being a natural cook, besides the usual cuts
of your fingers.
--==Unique Properties==--
These guys start off with a cooking book automatically, which is quite
useful for boost the first few levels and getting some more recipes for their
arsenal. They will also be able to learn new recipes, provided that they can
be learnt given their skill level just by visiting other lots and trying
new food. Useful.
--==Usefulness==--
5/5
This is useful for so many reasons. They can learn recipes just by eating them
and this is useful given the cost of the recipe books. The most important
thing is that they can create perfect dishes. This is useful given that there
are moodlets, positive, powerful moodlets for perfect dishes, or a lovely
meal.
******
*Neat*
******
The neat freaks, these Sims love to have everything clean and dust free, and
this means a lot of toilet cleaning. They will always have the time to clean
the house, regardless of their current mood. They will always clean up after
themselves, and they love that, but they get very annoyed when they are in
an environment that is absolutely filthy.
--==Benefits==--
These Sims will clean up after themselves, so when they finish a meal, they
will always take their dishes and wash them in the sink or the dishwasher.
When they clean objects, their clean will last for much longer, and that means
that it will take more uses of that item before it requires cleaning.
--==Disadvantages==--
These Sims will love things neat, so they will get a far more potent negative
moodlet when they are in surroundings that are not up to their standard. They
will also get negative moodlets from other Sims when they have a low hygiene
bar, which means the gym is a pretty much no-go.
--==Unique Properties==--
These Neat Sims have one unique property, they will be able to use the Clean
House social interaction, and basically this interaction allows them to move
around the house and clean every single thing that can possibly be cleaned,
which means all the cleaning, bed making, etc in a single swoop.
--==Requirements==--
CANNOT HAVE SLOB TRAIT
--==Usefulness==--
3.5/5
Don't get me wrong, these are useful, they can easily replace the maid, and
that is a 125 Simoleon hole buster in a single go. However, there it no
longer a Cleaning skil, therefore, it is not as useful as it could possibly
be. Though saving money is a nice touch, the negative moodlet is not.
**********
*Neurotic*
**********
These Sims are the paranoid. They can take the smallest issue and snowball
it into something that is bigger than Mount Everest. They also tend to worry
a hell of a lot, more than necessary, and as such, they don't tend to calm
down very often, making them exceptionally tense. However, they do seem to
find a lot of comfort in expressing their worries to other Sims. If there
were psychologists in this game, they'd be making a killing of these Sims.
--==Benefits==--
These Sims have one of the most interesting self interactions, they will
be able to do the Freak Out interaction. By scaring the crap out of any
nearby Sims, they will give a powerful mood boost to themselves, which
is always useful before your Sims move off to work.
--==Disadvantages==--
These Sims take a lot longer to recover their mood, and as such, fun will
suffer and take a lot longer to recover than before. They will also
automatically freak out after an accident, such as burning their food or
breaking an object. This isn't very useful, given that it scares the
crap out of nearby Sims.
--==Unique Properties==--
Basically, their unique property is freaking out. It will basically scare
the crap out of nearby Sims, and with good reason. It is a short process
of scaring people, and after that, they get a new moodlet, the Tranquil
moodlet.
--==Usefulness==--
3/5
Sure, it is useful to freak out all the time, but the problem with this
trait is that it will scare other Sims, and if those Sims are under your
control, you suffer a lowered mood as a result. This isn't all that
useful.
************
*Never Nude*
************
Basically, this is insecurity about their own body, they will never do
anything that exposes their flesh to the light of day, or the darkness
of night. They will never completely remove all their clothing, and
this extends to the bathroom.
--==Benefits==--
No benefits, except that you won't need to see that jumbled amount of
pixels that comes along with Sim nudity.
--==Disadvantages==--
Well, no disadvantages either.
--==Unique Properties==--
The only thing that this trait does it that it will force them to
never be nude, and as a result, they will go into the bath and into
the shower with their swimwear on.
--==Usefulness==--
0/5
There isn't any practical use for this, not even a video use for it. As
such, it will be one of the only traits that will get a complete ZERO from
me.
********************
*No Sense of Humour*
********************
These people are just no fun, they have no concept of comedy. As such,
they will attempt to tell jokes, but their jokes will always be flat, it
just isn't funny. So, as a result, they don't tell them. And they also
will not accept other people's jokes, mainly because they are more often
than not, more funny than their own.
--==Benefits==--
Well, besides being the stiff, so to speak, they are completely humourless.
Seriously, imagine a world without laughter. So boring.
--==Disadvantages==--
Since these people do not like jokes in the slightest, they will gain little
in terms of relationship if they are on the receiving end of a joke delivered
by another Sim. This isn't all that fun.
--==Unique Properties==--
Well, they don't react to jokes, there isn't much else to say. They are,
simply put, boring Sims. Not funny at all.
--==Requirements==--
CANNOT HAVE THE GOOD SENSE OF HUMOUR OR SCHMOOZER TRAIT
--==Usefulness==--
0/5
Again, this is more or less a useless trait, they don't have any fun, and that
really irks me for some reason. Anyway, there is no real use for this trait, so
don't bother too much about it.
****************
*Over-Emotional*
****************
These Sims are basically bipolar, they suffer from extreme mood swings at the
best of times. When something happens that they should be happy about, they
are over-excited. When they at the receiving end of a bad event, like losing
a loved one, they will sink to rock bottom lows. So either way, there is
no moderation, just the extremes and absolutes.
--==Benefits==--
When they receive a moodlet that is positive, they will get a larger mood
boost from the moodlet compared to other Sims, which is exceptionally handy
when you come to think about it.
--==Disadvantages==--
There are the ups, and there are the downs. When they get a negative moodlet,
they will have a more potent moodlet. That means, they will get a larger
negative mood drop compared to other Sims. What comes up, must come down.
--==Unique Properties==--
Basically, it is that, they have extreme reactions to everything, so the
good moodlets are more, well, good, and the negative moodlets are far more
negative. This is both a good and a bad thing, so this trait is effectively
a dual-edged sword.
--==Usefulness==--
3.5/5
This is a powerful trait,however, it all depends on how you use it. If you are
good at keeping your Sims rather happy, then you will be able to make the best
use possible out of this trait, however, the slightest negative moodlet can
ruin your Sim's mood altogether. Just make sure that you can play with the
balancing act, otherwise, this could get nasty.
**************
*Party Animal*
**************
These are the centre of attention, they want all the attention that they can
get. These guys love to party, and that is all they will do, party. As a
result, if any of these guys are ever at a party, you can ensure that it will
be a party that you will want to remember for the rest of your life. And now
we are thinking of possible candidates, aren't we?
--==Benefits==--
These Sims will attend a party regardless of whoever invited them, whether
they have a good relationship or not. So you can count of them to turn up
to your party. When they turn up, they are more likely than other Sims to
turn up with a gift, most commonly a plate of food for your consumption.
--==Disadvantages==--
Well, despite the fact that they don't seem to need any sleep whatsoever,
there are no disadvantages.
--==Unique Properties==--
This is a fun trait to have at parties, if they are able to, they will use
the Whoo interaction, and if it turns out to be successful, they will get
two positive moodlets for their troubles, the Life of the Party and the
Awesome Party moodlet. This is a nice boost after a long hard day at work.
--==Usefulness==--
2.5/5
You may think that it is a rather low rating for a trait that gives access
to two massive moodlets, but in reality, you also need a use for those
moodlets. It is impractical to have a party before work, and as such,
there is nothing that you can use the mood boost for. So, sure, it is
useful for the mood boost, but it isn't useful since there is no use for it.
***************
*Perfectionist*
***************
These guys are perfectionists, they need everything to be perfect. As such,
they will take a much longer period of time cooking, or writing, or even
painting, the sole reason being that they want it to be perfect, and as such,
the resulting product is far better than that done by normal Sims. They
trade time for quality. These guys want nothing but perfection, and as such,
they will be annoyed if it does not go their way.
--==Benefits==--
As a result of their nature, they are more likely to present a higher quality
of painting, and better selling novel, a more tasty dish and in the case of
teenagers and children, homework that is well done.
--==Disadvantages==--
However, because they need everything to be perfect, every i to be dotted,
every piece of celery to be cut to exactly the same size, they will take a
much longer period of time to do those tasks. That is, however, if they are
making a high quality meal or doing their homework to perfection.
--==Unique Properties==--
Well, as a quirk, they will always decide that their bed needs to be made
after they wake up, which is something that was lacking from the Sims 2, they
automatically did that. And it is a source of income for your maid. This goes
well with the Neat trait.
--==Usefulness==--
4.5/5
This is exceptionally useful for those who are planning to make Sims live off
the earnings done by paintings and novels, because if they are of a higher
quality, they will earn more money, simple as that. However, the problem is
that the will take more time, so if you really need that cash injection for
the bills that are due in a few hours, it might be a problem.
***********
*Schmoozer*
***********
These guys are the suck ups, they will willingly suck up to their bosses in
order to get that promotion that they are looking for. They will kiss ass
if it goes them somewhere, either with their co-workers as well as their
bosses, which make them ideal in the work place, provided that they need to
stroke some egos. They are also good at flattery, as it if was a second
calling.
--==Benefits==--
When these guys compliment someone, it will always be accepted, no matter
what point in the relationship that they are in, and this will always help
improve a relationship, either starting or old friends. They will also be
able to flatter their bosses and co-workers, and that improves their relations
with them if you use the right work tone. This is quite important, because a
lot of careers require good relations with the boss or your co-workers.
--==Disadvantages==--
Besides being intolerable because they are nothing but yes men, nothing else.
--==Unique Properties==--
Like I said, their compliments will always be accepted, and they are much
better at using the social tones at work, which is a quick way of making fast
friends. They will also have the Chat social interaction replaced with the
Schmooze option.
--==Usefulness==--
3/5
This might be useful, but schmoozing isn't that useful over, it doesn't
improve relations all that much, and pretty much is only useful in Charisma
based careers, such as the Politics career. Other than that, this is more or
less useless. It doesn't stop you from using this trait, however.
******
*Slob*
******
A Slob is basically someone who is loves to make as much mess as they possibly
can. And as such, they are the bane of the neat Sims, those who have to clean
up after their wake. Of course, this makes the entire house dirty, and that is
quite annoying, though it is nothing a maid cannot fix. And just to put the
cream on the cake, they will not clean up after themselves.
--==Benefits==--
Well, normal Sims are affected badly with rotten food, unclean plates and all
that lying around, with these Sims, they don't seem to care about it all that
much, so they don't suffer from those negative moodlets. Also, since they are
bone lazy, they can easy burnt or rotten food without the effects that come
with them, which is interesting. Stomach with high power stomach acid?
--==Disadvantages==--
Well, anything that these Sims touch will be getting dirty far faster than
before. If they use a shower, it is a guarantee that you will have to clean
it before long. If they use a toilet, God knows what they do in the toilet,
because you'll need to clean that as well. Bad aim?
--==Unique Properties==--
Well, if it is any consolation, they will be able to clean their dishes the
easy way, they will be able to lick them clean. I'm not so sure that the other
people in the household are very supporting of eating from plates that have
been licked clean.
--==Requirements==--
CANNOT HAVE NEAT TRAIT
--==Usefulness==--
2/5
This isn't as useful, but it makes for great angry videos. The only good thing
is not being able to suffer from those negative moodlets, and being able to
eat whatever food comes their way, even if they've seen better days. This is
the good, but I'm sure that the cleaning job isn't as much fun. Seriously, the
amount of cleaing up is massive.
******
*Snob*
******
Well, this is different from a slob, you aren't dirty. However, these guys are
the worst of the worst. They are very annoying, and you need to try very
hard to impress them, though they love a compliment, because that makes them
the best of the best. Guess they don't know what flattery is. Anyway, they
think they are the best of the best, and as such, they will only accept the
best of the best, that is, they will only want the best items, the best
everything.
--==Benefits==--
These guys will always accept a compliment, they will never resist an
opportunity to show off how good they are. They will also love looking at
themselves at the mirror, and always love to be surrounded by expensive
objects, even if they serve no real practical use.
--==Disadvantages==--
The only real disadvantage is that in social conversations, they are quite
hard to make friends of, mainly because they are hard to impress. You can
only use compliments so far until they start to get real tiring and just
becomes ineffective.
--==Unique Properties==--
Well, they always accept compliments and love expensive stuff, what is more
to like? They will constantly have lifetime wishes of purchasing items that
shows off how good they are, mirrors and expensive items are always on the
list. They also will have good wishes on high paying jobs, so look at the
business career if you want.
--==Usefulness==--
2.5/5
Sure, compliments make it easy to build a relationship, however, you can only
keep them happy with expensive items, and soon, that money dries up, faster if
it happens to be a rainy day. Well, if you want these guys, make sure you have
the money, otherwise, these guys are a royal pain in the ass.
*************
*Technophobe*
*************
These are the Leroy Jethro Gibbs of the Sims world, they hate technology
because they are too complicated to operate, and wish it were all back to
telegrams and record players. They will not use any form of electronic
entertainment, and they'll stick with the tried and true methods, like reading
a good book.
--==Benefits==--
There are no benefits of being scared of technology. The pixels on that
screen, they move! What black magic is this?
--==Disadvantages==--
Well, whenever they see electronic items, they do not have a good time with
them. That means that they will have a bad reaction with the television, the
computer and the stereo. Those items will give them a negative mood, and it
won't improve their fun. Shame, those are the fastest ways to have fun.
--==Unique Properties==--
These guys do not like them, but it doesn't mean that they will not use
them. But remember, they are more likely to beat the crap out of a keyboard
because it will not do what it is meant to do. Alt? What kind of crap is
this? Anyway, they will have a harder time building up that writing skill,
since it can only be gained by computers, and they will take even longer
in order to repair them.
--==Usefulness==--
1.5/5
Besides the fact that it is funny, there is nothing good because it means
that they will take a longer period of time to build up writing and if
they are trying to be a novelist, that will be real pain. Note that there
is nothing good about this trait, nothing good. Everything bad though.
**********
*Unflirty*
**********
These guys don't like to have a fling here and there, which isn't much fun.
They do not care for romantic advances, and because of that, it makes them
quite hard to romance and get into their pants, so to speak. They are hard
to develop a romantic relationship out of, which is quite frustrating, but
the fun is always in the chase, right? Cheese eating surrender monkeys make
it no fun at all.
--==Benefits==--
There are no benefits, except to heighten the chase a lot more than before,
which is fun.
--==Disadvantages==--
These guys do not like romantic social interactions, and as such, they will
react poorly when they are on the receiving end of social interactions. They
will not like to be kissed, flirted up, dirty jokes, and the like, and they
are less likely to dish them out as well.
--==Unique Properties==--
What is unique is that they have a lot less romantic social interactions
that they can play with, and this can be a problem for them if they are
trying to woo someone, and well, maybe they are destined to remained single
for life. It is hard to find Mr or Mrs Right when you are being constantly
rejected.
--==Requirements==--
CANNOT HAVE FLIRTY TRAIT
--==Usefulness==--
1.5/5
Basically, they are no fun, but the points come from being hard to woo, and
that makes it fun. Everyone loves to be in a competition and wants to be the
winner, and what better prize for the victor than the heart of their lover?
Well, is there one? I'm not entirely sure, to be honest.
*********
*Unlucky*
*********
Well, these guys are always down on their luck, which is a real shame. Things
will never go right for them, and as such, they will suck at games, which is
sort of the same as the loser trait, though these guys have the advantage
of blaming luck, rather than themselves. Well, if they are always down on
their luck, things can only look up, right?
--==Benefits==--
Well, since these guys haven't exactly had a good run through life, they are
more prone to accidents, and if they die from it, even the Grim Reaper feels
sorry for them and brings them back to life, free of charge.
--==Disadvantages==--
Well, instead of lucky Sims getting a positive moodlet, these guys will get an
unlucky moodlet after four hours of sleep sometimes, so you will really need
to watch their sleep. This will increase the chances of something bad will
happen, like a robber coming in, a fire breaking out or an appliance that
they are using to explode and break down. Even simple things like winning a
chess or video game and cooking food gets effected. How can you screw up a
skill?
--==Unique Properties==--
Well, they are just unlucky and down on their luck. It isn't their fault that
lady luck didn't decide to favour them. Basically, every thing that touch
turns into crap, don't let them cook, or it will start a fire, don't let them
wash the dishes, it might kill the sink. It is a shame to be around bad luck.
--==Requirements==--
CANNOT HAVE LUCKY TRAIT
--==Usefulness==--
1/5
The only points are for comedic appeal, and that is all. Even I have to take
pity on those who are just down on their luck. In this game, however, things
cannot turn out for the better, so if they are unlucky at the start of their
life, they will die unlucky as their casket breaks as it is lowered into the
funeral plot.
************
*Vegetarian*
************
These are the people who love their rabbit food, they will refuse to eat
anything that has meat in it, and as such, they will have a lot of vegetarian
alternatives for their food. And to top it off, if they eat meat, they will
get violently ill and projectile vomit. That doesn't sound fun.
--==Benefits==--
The only benefit is that being a vegetarian will help you love longer, but
hey, if you want to love longer without experiencing some truly wonderful
flavour, then go ahead and be my guest.
--==Disadvantages==--
They will react badly when they eat meat, they will get ill, and as a result,
they will earn the Nauseous moodlet, which isn't one that you will want to
have your Sim carrying around. Well, there is always Tofurkey. If anyone
wants, look up the Everybody Loves Raymond clip of that. Always gives me a
laugh.
--==Unique Properties==--
Basically, without meat in their food, they will have a lot of substitutes
for their food, and this means that a lot of meat dishes have a vegetarian
kick to it. Spaghetti will now contain a vegetarian sauce instead of the
lovely minced meat. The hot dogs will be replaced, there are no longer the
sausages, but tofu in it's place.
--==Usefulness==--
2.5/5
For the ultra health-conscious, this is for you. Sure, you'd live longer
but I'd rather take a few years off my life span to ensure my diet doesn't
revolve around the world of suppliments. Anyway, it is a nice touch, to
keep everyone happy. Though seriously, people don't get violently ill when
they, all of a sudden, touch the savoury goodness of meat. I feel like a
burger right now.
**********
*Virtuoso*
**********
The Beethovens and the Mozarts of the world, these guys are the Gods and
the Goddesses of music. They will make the best musicians, and as such, they
excel in it. Do not try to outplay them on the guitar, for they will outdo
you. If there is one thing that irks me, it is the lack of instruments.
Seriously, the guitar? Classical music never involves the guitar as the main,
it is all about the Piano.
--==Benefits==--
These guys will naturally excel in the music career, which is a given. They
will also learn the guitar skill faster than other normal Sims, which is
another given bonus. That means that their career is going to revolve around
music, which is another given.
--==Disadvantages==--
There are no disadvantages, besides, how can free ear muffs be a disadvantage?
--==Unique Properties==--
These guys will always start off with a book that will teach them guitar in
their inventory, which is a nice touch. They will also have the habit, like
many other people in the real world, to sing in the shower, though how good
the voice is remains to be said.
--==Usefulness==--
5/5
Only useful if you are planning to head into the music career path, however,
if you think about it, it is a great way to make money, since you can go to
the park and busk. Sure, it might not earn a lot, but it is doing something
that you love, and at the end of the day, that is the most important thing.
************
*Workaholic*
************
Look on the bright side, at least you aren't drunk. Anyway, these guys are
people who don't stop working, and when there is a lot of work, they don't
buckle under pressure. They love to work, they will have a lower mood when
they are not at work, which is the opposite of a lot of people. They can
even work from home, making them good employees, and bad family members.
--==Benefits==--
These guys will be more likely to get a raise in their career, which is a
nice bonus. And that means a lot more money. They will also get a moodlet
about liking work when they are at work, which is another added bonus, and
means that they can grind extra hard and get that promotion that they were
looking for. In children and teens, they will love fun doing their homework,
a trait which is not shared with any real children. Seriously, loving their
homework?
--==Disadvantages==--
They will suffer if they miss work, they will get the Missing Work moodlet.
Seriously, I would have thought that that would be a cause for celebration
than anything else, but hey, what floats their boat.
--==Unique Properties==--
They can always check in on how work is going with their phones, which is
rather sad. It is not like they are missing anything. They will also be
able to work at home, they will use the computer to work at home, which will
give a boost in job performance. Well, they do want that raise.
--==Usefulness==--
5/5
Sure, this means that they have no life whatsoever, but they do make good
employees, and as such, they will get that promotion before anyone else can
say peek-a-boo. Well, if you want the promotion, you can use this trait, but
for those who want their Sims to sort of have a life, steer clear.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.04] Secret Traits
There are several secret traits that one can get, and these can only be
obtained via breeding. Well, if you want it put nicely, there are traits,
that are hidden, that a Sim can get from their parents, but it is their
parents who can influence this, other Sims cannot acquire these traits any
other way, except modding.
--==Pyromaniac==--
Obtained by being the child of a Firefighter
This trait allows your Sim to set fire to anything that they want, which is
interesting, fire for all! They will also be able to set fire to fruit,
creating the flame fruit, which they will like to eat.
--==Immunity to Fire==--
Obtained by being the child of a Firefighter
Again, a firefighter trait, these guys make the ideal firefighters because
they cannot be burnt to death, much like the Daredevil trait. Though this
one is genetic.
--==Spotless==--
Obtained by being the child of a Maid
These people will always clean up after themselves, they will not make any
mess, and if there is mess around the house, they will clean it up. This is
like the Neat Trait.
--==Sneak==--
Obtained by being the child of a Burglar
This allows the Sim to have the interaction to sneak wherever they want, as
they are now privy to the secret ways to sneak around the neighbourhood, just
like their parents.
--==Burglar Apprehension==--
Obtained by being the child of a Police Officer (or Sim in Law Enforcement)
These Sims will be able to take on burglars and fight them to protect their
family and their possessions without the need to wait for backup. Whether they
win the fight or not is a different story. This is like the Brave trait.
--==Salute==--
Obtained by being the child of a Sim in the Military
These Sims will have the option to salute other people, as if they were in the
military, which they do not have to. This is also unlocked to normal Sims who
are in the Military Career, though this action permanently stays, unlike that
for normal Sims.
--==Rocker==--
Obtained by being the child of a Sim in the Music Career
These guys will have a natural affinity for music, they will be more likely to
succeed in the music career than that of any other Sim, which is interesting
as well, sort of like the Virtuoso trait.
--==Pizza Appreciator==--
Obtained by being the child of a Pizza Delivery Guy
These guys will love their pizza, and when they are eating their pizza, they
will get a positive moodlet associated with eating it. So eating pizza is
more entertaining and fulfilling for them.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.01] Your Mood
The Sims 3 is different to both the Sims 1 and 2, in that two of the previous
8 mood bars have been removed, comfort and environment. Only Hunger, Energy,
Bladder, Hygiene, Social and Fun remain.
These are the needs bar, these will always need to be fulfilled if you want
your Sims to be happy, and productive. If one of these go to critical stages,
your Sims will not be too happy and they will refuse to do some activities,
which will be witnessed when you try to make them do some interactions.
Out of these, if hunger goes to zero, your Sim will die of starvation. The
rest, well, they will seek activities that will recoup their lost needs, but
that is about it.
Hunger is basically refilled through food. Have a kitchen and have them cook
a meal. Normally, a cooked meal will completely fill the hunger bar, whilst
a snack, which is free, will refill about half the bar, at most.
Energy is basically how refreshed your Sim is, and this is done with them
having a good night's sleep in their comfy bed or a quick nap on the couch.
If this zeroes out, the Sim will collapse and sleep where they land.
Social is basically how much well, social interaction they have had. This
is achieved by talking and interacting with other Sims, though some traits
have variation of this. Group activities and chatting online will also fill
this need.
Fun is basically the amount of fun your Sim has had, and basically, this
will determine a lot of their mood. This can be replenished through fun
activities, like painting or just watching TV.
Bladder is, well, the amount of matter that your Sim needs to expel from
your body. Of course, this is done using the proper tools, which is, a
toilet, and if it is zeroed out, they will basically take a pee on the
floor, where they stand.
Finally, there is hygiene, and this is basically how clean your Sim is.
The lower the, the less clean they are, and at the low point, they will
get that green stench cloud. To refill this bar, give them a shower or a
nice bath.
That about covers the moods, but there are new things called moodlets.
Basically, these contribute to your overall mood, because 6 complete
needs bars won't get you an excellent mood, moodlets do. More in the next
section.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.02] Positive Moodlets
Moodlets are basically positive and negative influences on your Sims mood.
Sure, they may be happy if they are not hungry, but if they just ate a great
delicious meal, then they will be in a happier mood. But if they can smell
their own stench, then they aren't going to be happy about it. As such,
moodlets are temporary boosts or reductions in a Sims mood, the size and the
duration of the boost will vary.
This section will deal with positive moodlets, those that are going to have
a positive effect on your mood, but they are really just listed green in
the little moodlet box, which you can find next to the mood bar, if you
bother to look, just use your manual for some added help. Below, I will list
all the possible positive moodlets, and where you can use them.
This is the template that I will be using and an explaination, so you can
semi-understand.
Moodlet = This is the name of the moodlet
Effect = This is the size of the effect it will have on the mood
Duration = This is how long the moodlet will last
Obtained By = This is how the moodlet is obtained
Moodlet = Fit Atmosphere
Effect = +0 to Mood
Duration = As long as you are inside the Gym
Obtained By = As long as you are inside the Gym
Moodlet = Minty Breath
Effect = +5 to Mood
Duration = 4 Hours
Obtained By = Brushing the teeth of your Sims
Moodlet = Feeling Lucky
Effect = +5 to Mood
Duration = 23 Hours
Obtained By = Chance after 4 hours of sleep for Sims with the Lucky Trait
Moodlet = Heard Theatre Music
Effect = +10 to Mood
Duration = As long as you are near the Theatre
Obtained By = Being on the same lot as the Theatre
Moodlet = Educated
Effect = +10 to Mood
Duration = As long as you are inside the Art Gallery or Library
Obtained By = As long as you are inside the Art Gallery or Library
Moodlet = Impressed
Effect = +10 to Mood
Duration = As long as you are impressed by the view
Obtained By = As long as you are visiting an impressive looking community lot
Moodlet = Let Off Steam
Effect = +10 to Mood
Duration = Depends on how much steam you let off
Obtained By = Complaining to other Sims successfully
Moodlet = Decorated
Effect = +10 to Mood
Duration = As long as the Sim is in the room
Obtained By = The Sim is located in a well decorated room with nice objects
Moodlet = Brightened Day
Effect = +10 to Mood
Duration = 3 Hours
Obtained By = Someone saying something to your Sims to cheer them up
Moodlet = Had a Nice Nap
Effect = +10 to Mood
Duration = 5 Hours
Obtained By = Had a nice, lovely nap
Moodlet = I Am Beautiful
Effect = +10 to Mood
Duration = 4 Hours
Obtained By = Done mainly by Snob Sims by looking excessively in the mirror
Moodlet = New Car Smell
Effect = +10 to Mood
Duration = 2 Hours
Obtained By = When a Sim enters a brand new car for the first time
Moodlet = Fascinated
Effect = +10 to Mood
Duration = 2 Hours
Obtained By = When they play with objects that are beneficial based on their
traits
Moodlet = Got a Good Deal
Effect = +10 to Mood
Duration = 8 Hours
Obtained By = When a Frugal Sim decides to use a coupon discount at the store
Moodlet = Saw a Great Movie
Effect = +10 to Mood
Duration = 16 Hours
Obtained By = After a Sim has finished watching a movie at the Theatre
Moodlet = Flattered
Effect = +10 to Mood
Duration = Short Period
Obtained By = When someone compliments your Sim well
Moodlet = Intrigued
Effect = +10 to Mood
Duration = Short Period
Obtained By = When someone gossips to your Sim
Moodlet = Attractive
Effect = +10 to Mood
Duration = Short Period
Obtained By = When someone compliments and admires your Sim's appearance
Moodlet = Hilarious Conversation
Effect = +10 to Mood
Duration = Short Period
Obtained By = When someone makes a very successful joke
Moodlet = Tranquil
Effect = +10 to Mood
Duration = 8 Hours
Obtained By = By Neurotic Sims after they have Freaked Out
Moodlet = Squeaky Clean
Effect = +10 to Mood
Duration = Variable, depends on how fast you deplete your hygiene bar
Obtained By = Having a shower or bath to completely max out your hygiene bar
Moodlet = Likes Work
Effect = +10 to Mood
Duration = As Long as the Sim is at work
Obtained By = Workaholic Sims who are currently at work
Moodlet = Cheered Up
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When a crying Sim is comforted by other Sims
Moodlet = Duck Time
Effect = +15 to Mood
Duration = 5 Hours
Obtained By = When a Sim has a bath with a Rubber Duck
Moodlet = Calmed Down
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When an Angry Sim has been calmed down out of their RAGE!
Moodlet = Enjoy Solitude
Effect = +15 to Mood
Duration = As long as the Sim is alone
Obtained By = Loner Sims when they are doing activities alone
Moodlet = The Life of the Party
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When a Party Animal Sim is having a great time at the party
Moodlet = Excited
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When Excited Sims get excited!
Moodlet = Great Kiss
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When they are on the receiving end of a kiss by a Great Kisser
Moodlet = Inspired
Effect = +15 to Mood
Duration = 4 Hours
Obtained By = When a person views a painting done by another Sim, that is of
great beauty, and of great value
Moodlet = Oddly Powerful
Effect = +15 to Mood
Duration = 5 Hours
Obtained By = When they have been using an item made more powerful. More on
this when I talk about the Science Career
Moodlet = Fiendlishly Delighted
Effect = +15 to Mood
Duration = 6 Hours
Obtained By = when Evil Sims see other Sims in pain
Moodlet = Fulfilled
Effect = +15 to Mood
Duration = 6 Hours
Obtained By = When a wish of a Sim is fulfilled, regardless of the size of
the wish
Moodlet = Returned Stolen Property
Effect = +15 to Mood
Duration = 8 Hours
Obtained By = When Kleptomaniacs decide to return some stolen property to
their rightful owners
Moodlet = Fresh Start
Effect = +15 to Mood
Duration = 24 Hours
Obtained By = when a Sim moves to a brand new location, or started a new game
Moodlet = Out After Curfew!
Effect = +15 to Mood
Duration = As long as the Sim is outside Curfew
Obtained By = When a Teenage Sim, with an imposed curfew, breaks the curfew
and lasts as long as they are not home, after curfew
Moodlet = Pristine Picture
Effect = +15 to Mood
Duration = As long as the Sim is watching television
Obtained By = Watching a program on a Television that is exceptionally
expensive, works well on the Wall Mounted Plasma TV
Moodlet = Cozy Fire
Effect = +15 to Mood
Duration = 5 Hours
Obtained By = When a Sim enters a room with a lit fireplace
Moodlet = Pumped
Effect = +15 to Mood
Duration = 4 Hours
Obtained By = After a Sim has had a good workout
Moodlet = Sweet Venue
Effect = +15 to Mood
Duration = As long as the party is continued
Obtained By = This is when a party is held on a community lot, in comparsion
to a house party
Moodlet = Adrenaline Rush
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When a Daredevil does something considered EXTREME!
Moodlet = Feeling Calm
Effect = +15 to Mood
Duration = As long as the Sim is being comforted
Obtained By = When a Sim is away from home, and comes back and no disaster has
taken place
Moodlet = Comforted
Effect = +15 to Mood
Duration = 3 Hours
Obtained By = When a Sim is rather anxious and they have been comforted
Moodlet = Sugar Rush
Effect = +15 to Mood
Duration = Depends on the sweetness of the Sweet
Obtained By = When a Sim decides to have a very sweet to eat
Moodlet = New Stuff
Effect = +20 to Mood
Duration = 2 Hours
Obtained By = When you purchase new items for your Sims
Moodlet = My Love!
Effect = +20 to Mood
Duration = For as long as they are near their "Love"
Obtained By = When they are near their love interest
Moodlet = Pregnant
Effect = +20 to Mood
Duration = Until Birth
Obtained By = When a Pregnant Sim is, well, Pregnant
Moodlet = One With Nature
Effect = +20 to Mood
Duration = As long as the Sim is outside
Obtained By = When Sims who Love the Outdoors are outdoors
Moodlet = New Home
Effect = +20 to Mood
Duration = 24 Hours
Obtained By = When a Sim moves into a New Home
Moodlet = Read a Masterpiece
Effect = +20 to Mood
Duration = 24 Hours
Obtained By = When a Sim has completed reading a fiction book that can be
purchased from the Book Store
Moodlet = Saw Great Game
Effect = +20 to Mood
Duration = 16 Hours
Obtained By = After your Sim has witnessed a game at the Stadium
Moodlet = Cuddle Time
Effect = +20 to Mood
Duration = 5 Hours
Obtained By = When your Sim decides to have a sleep with a Teddy Bear
Moodlet = Exhilarating Shower
Effect = +20 to Mood
Duration = 4 Hours
Obtained By = As long as your Sim maxes out their Hygiene bar from the most
expensive shower
Moodlet = Awesome Party
Effect = +20 to Mood
Duration = 3 Hours
Obtained By = when a Party is attended by a Party Animal Sim
Moodlet = Great Adventure
Effect = +20 to Mood
Duration = 3 Hours
Obtained By = When your Sim decides to have a great adventure from your
Virtual Simulation machine
Moodlet = New Friend
Effect = +20 to Mood
Duration = 8 Hours
Obtained By = When a Sim makes a new friend
Moodlet = Nicely Decorated
Effect = +25 to Mood
Duration = As long as the Sim is in the room
Obtained By = This applies when the Sim is in a very nicely decorated room,
basically, high environment score
Moodlet = Entertained
Effect = +25 to Mood
Duration = Depends on how long it takes for the Fun bar to each half way
Obtained By = Entertain your Sim to full the Fun bar as much as you can
Moodlet = Winner!
Effect = +25 to Mood
Duration = 8 Hours
Obtained By = When your Sim beats another Sim in a video game or a Chess game
Moodlet = I Am the Greatest!
Effect = +25 to Mood
Duration = 8 Hours
Obtained By = When a Sim at the top of the Criminal Career views a certain
objects obtained by being at the top. More in the Careers area
Moodlet = Virtually Victorious!
Effect = +25 to Mood
Duration = 8 Hours
Obtained By = When your Sim is victorious when they are in a Virtual Reality
Simulation
Moodlet = Saw Great Concert
Effect = +25 to Mood
Duration = 16 Hours
Obtained By = When a Sim sees a great concert at the Stadium
Moodlet = Saw Great Play
Effect = +25 to Mood
Duration = 16 Hours
Obtained By = When a Sim watches a great play at the Theatre
Moodlet = Honour Student
Effect = +25 to Mood
Duration = 24 Hours
Obtained By = When a Teen Student reaches A+ based on their school performance
bar
Moodlet = Warmed
Effect = +25 to Mood
Duration = 3 Hours
Obtained By = When a Sim experiences the warmth of a fire, when they carry a
flame fruit
Moodlet = Saw Great Symphony
Effect = +30 to Mood
Duration = 16 Hours
Obtained By = When a Sim witnesses a Great Symphony play at the Stadium
Moodlet = Buzzed
Effect = +30 to Mood
Duration = 3 Hours
Obtained By = When a Sim uses the Coffee Machine and has a nice drink from it
Moodlet = Threw a Great Party
Effect = +30 to Mood
Duration = 24 Hours
Obtained By = When a Sim throws a successful party
Moodlet = Celebrity
Effect = +30 to Mood
Duration = As long as they are in the autograph session
Obtained By = When as Sim can hold autograph sessions and attends one
Moodlet = Superior Equipment
Effect = +30 to Mood
Duration = As long as the Sim is near the object
Obtained By = When a Sim recognises the best cooking equipment and uses it to
make a great dish. Obtained through the fridge gained from the
Level 10 Culinary Career
Moodlet = Beautifully Decorated
Effect = +40 to Mood
Duration = As long as the Sim is in the room
Obtained By = This is done by entering rooms with the absolute highest in
terms of environment score
Moodlet = Having a Blast
Effect = +40 to Mood
Duration = As long as the Sim is at the top of the Fun bar
Obtained By = Having so much fun that it maxes out the Fun bar
Moodlet = First Kiss
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When your Sim first has their first kiss (not family)
Moodlet = First Romance
Effect = +40 to Mood
Duration = 48 Hours
Obtained By = When a Sim falls in love with another Sim
Moodlet = Wedding Day
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When a Sim decides it is time to tie the knot
Moodlet = Celebrated Birthday
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When a Sim decieds to have a birthday party, which is done as
they move from one age group to another
Moodlet = Father of the Bride
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When he sees his daughter get married
Moodlet = Father of the Groom
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When he sees his son get married
Moodlet = Mother of the Bride
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When she sees her daughter get married
Moodlet = Mother of the Groom
Effect = +40 to Mood
Duration = 24 Hours
Obtained By = When she sees her son get married
Moodlet = Charitable
Effect = +50 to Mood
Duration = 24 Hours
Obtained By = When a Sim decides to donate a nice sum of money to charity.
Donate at the mailbox
Moodlet = Newly Engaged
Effect = +50 to Mood
Duration = 24 Hours
Obtained By = When a couple are engaged, they are set to be married, at some
date
Moodlet = Just Married
Effect = +50 to Mood
Duration = 48 Hours
Obtained By = When a Sim has just tied the knot
Moodlet = Divine Meal
Effect = +75 to Mood
Duration = 168 Hours (1 Week)
Obtained By = Eating a delicious plate of Ambrosia
Moodlet = It's a Boy
Effect = +80 to Mood
Duration = 24 Hours
Obtained By = When parents have a male baby
Moodlet = It's a Girl
Effect = +80 to Mood
Duration = 24 Hours
Obtained By = When parents have a female baby
Moodlet = It's Twins
Effect = +80 to Mood
Duration = 24 Hours
Obtained By = When Parents have two children for the price of one!
Moodlet = It's Triplets
Effect = +80 to Mood
Duration = 24 Hours
Obtained By = When Parents have three children for the price of one!
Moodlet = Good/Great/Amazing/Perfect Meal
Effect = Depends on the plate and the Cooking Skill of the Chef
Duration = As long as the Hunger Bar is above half way
Obtained By = Eating a meal that is above normal quality
Moodlet = Comfy
Effect = Depends on the Comfort Value of the Chair
Duration = As long as the Sim is on the Chair
Obtained By = Sitting on a comfy chair
Moodlet = Well Rested
Effect = Depends on the Comfort + Energy Value of the Bed
Duration = For a set amount of time based on the value of the Bed
Obtained By = Getting a full night's worth of sleep, without interruption
Moodlet = Beautiful View
Effect = Depends on the View
Duration = As long as you are looking at the View
Obtained By = Heading to a location where there is a good view, like
overlooking the ocean
Moodlet = Beautiful Vista
Effect = Depends on the house
Duration = As long as you are in the house
Obtained By = Going and entering, or living in a house, a very expensive
house with a very good view
Moodlet = Enjoying Music
Effect = Depends on the music, whether it is favourite or not
Duration = As long as you are listening to the music
Obtained By = Listen to some nice music
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.03] Negative Moodlets
There are also negative moodlets, and this is in contrast to the positive
ones. These will be one that lead to an overall decrease in mood, and you
will want to remove these moodlets from your Sims as fast as you can, because
they aren't exactly what you want.
Again, the template is the same as for the positive moodlets, we will start
from the weak moodlets to the strong and potent moodlets.
Moodlet = Feeling Unlucky
Effect = -5 to Mood
Duration = 23 Hours
Obtained By = After 4 hours of sleep, Unlucky Sims have a chance to get this
Moodlet = Boring Conversation
Effect = -5 to Mood
Duration = 3 Hours
Obtained By = When Sims are in a boring conversation with other Sims
Moodlet = Creepy Graveyard
Effect = -5 to Mood
Duration = As long as the Sim is in the Graveyard
Obtained By = As soon as the Sim enters the Graveyard
Moodlet = Wasted Food
Effect = -5 to Mood
Duration = Depends on the quality and value of the food wasted
Obtained By = Throwing food, that can be sent as leftovers, away if they are
not rotten
Moodlet = Disgusted
Effect = -5 to Mood
Duration = In the same room as the thing that is disgusting them
Obtained By = Room has a poor environment score (smelly dishes, unclean items)
Moodlet = Grungy
Effect = -5 to Mood
Duration = Until the Sim has a shower
Obtained By = Getting the Hygiene bar into a critical state
Moodlet = Smelly
Effect = -10 to Mood
Duration = Until the Sim has a shower
Obtained By = Your Sim having no Hygiene bar left, it is all red
Moodlet = Uneven Cooking
Effect = -10 to Mood
Duration = Depends on the food cooked
Obtained By = When your Sim decides to eat some food that shouldn't be eaten
Moodlet = Tastes Like Fridge
Effect = -10 to Mood
Duration = Depends on the quality of the Food and the quality of the Fridge
Obtained By = When a Sim eats some food from a cheap fridge
Moodlet = Cold Shower
Effect = -10 to Mood
Duration = 3 Hours
Obtained By = When a Sim has a bad shower from a cheap Shower
Moodlet = Creeped Out
Effect = -10 to Mood
Duration = As long as they are near the person freaking out
Obtained By = When a Sim decides to freak out near them
Moodlet = Tired from Moving
Effect = -10 to Mood
Duration = 6 Hours
Obtained By = When your Sims have had a long day of working out and walking
around
Moodlet = Bad Reception
Effect = -10 to Mood
Duration = As long as the Sim is watching the television
Obtained By = When Sims are trying to watch something on a cheap television
Moodlet = Rejected First Kiss
Effect = -10 to Mood
Duration = 6 Hours
Obtained By = when a Sim has had their advances for a first kiss rejected
Moodlet = Rude Guest
Effect = -10 to Mood
Duration = 4 Hours
Obtained By = When a Sim has a rude house guest inside their home
Moodlet = Rude Awakening
Effect = -10 to Mood
Duration = 1 Hours
Obtained By = When a Sim is woken up suddenly when they are sleeping, such as
a stereo or alarm going off
Moodlet = Dislikes Children
Effect = -10 to Mood
Duration = Until the Parent and/or Child leaves
Obtained By = When Sims who Dislike Children are around them, for whatever
reason
Moodlet = Can't Stand Art
Effect = -10 to Mood
Duration = As long as they are near art
Obtained By = Whenever a Sim is around and near art pieces
Moodlet = Technophobe
Effect = -10 to Mood
Duration = 3 Hours
Obtained By = When a Sim who cannot stand electronics decide to use them
Moodlet = Sore
Effect = -10 to Mood
Duration = 6 Hours or after a Massage
Obtained By = After a lot of stress and pain from too much exercise
Moodlet = Unfinished Room
Effect = -10 to Mood
Duration = As long as they are in the room or room is complete
Obtained By = There are pieces of wall needing some painting, there are pieces
of floor that need some tiling, there are pieces of roof that
need some roofing
Moodlet = Enemy!
Effect = -10 to Mood
Duration = As long as the Enemy is on the same lot
Obtained By = An enemy that you have made enters the same lot as yours
Moodlet = Buzz Crashed
Effect = -10 to Mood
Duration = 3 Hours or another cup of Coffee
Obtained By = After the Buzz of the first cup of coffee has ended
Moodlet = Strained
Effect = -15 to Mood
Duration = Depends on the amount of Fun the Sim needs
Obtained By = When the Fun bar of the Sim reaches low levels
Moodlet = Dirty Surroundings
Effect = -15 to Mood
Duration = As long as the Sim is in the room surrounded by trash
Obtained By = When the Sim enters a room with a low environment score, that
means there is a lot of trash or water puddles
Moodlet = Bad Night's Sleep
Effect = -15 to Mood
Duration = 6 Hours
Obtained By = Having a full night's sleep on a cheap bed
Moodlet = Itchy
Effect = -15 to Mood
Duration = 4 Hours
Obtained By = When a Sim encounters something that causes them to get an itch,
such as plants
Moodlet = Upset
Effect = -15 to Mood
Duration = 3 Hours
Obtained By = When a Sim has a bad experience, the emotional Sims get this
Moodlet = Overworked
Effect = -15 to Mood
Duration = 12 Hours
Obtained By = When a Sim returned home from work with a low Fun bar
Moodlet = Anxious to Advance
Effect = -15 to Mood
Duration = Until they get their promotion
Obtained By = After a few days and the Ambitious Sim has still not gotten
that promotion
Moodlet = Feeling Anxious
Effect = -15 to Mood
Duration = As long as the thing that is bothering the Sim is bothering them
Obtained By = Neurotic Sims when they think that someone is talking bad about
them, or overthink something
Moodlet = Crying Baby
Effect = -15 to Mood
Duration = Until the crying ends
Obtained By = When there is a baby crying
Moodlet = Threw a Lame Party
Effect = -15 to Mood
Duration = 8 Hours
Obtained By = After your Sim has thrown a lousy party. Maybe you to liven it
up next time
Moodlet = Humiliated
Effect = -15 to Mood
Duration = 3 Hours
Obtained By = After your Sim has been insulted a fair amount of times
Moodlet = Offended
Effect = -15 to Mood
Duration = 3 Hours
Obtained By = When you have been offended by another Sim
Moodlet = Caught After Curfew
Effect = -15 to Mood
Duration = 3 Hours
Obtained By = When your teenage runaway has been caught breaking their curfew
Moodlet = Disappointed
Effect = -15 to Mood
Duration = 24 Hours
Obtained By = When they try to impress another person, and they fail, or it
backfires. That's what you get for boasting
Moodlet = Afraid of the Dark
Effect = -15 to Mood
Duration = As long as they are in the dark
Obtained By = Cowards are afraid of the dark, so give them sunlight or lights
Moodlet = Stuff Taken
Effect = -15 to Mood
Duration = 24 Hours
Obtained By = When a Kleptomaniac or a Robber decides to run off with their
belongings
Moodlet = Too Many People
Effect = -15 to Mood
Duration = As long as they are around other Sims
Obtained By = Loner Sims when they are in a group
Moodlet = Stir Crazy
Effect = -15 to Mood
Duration = Until they leave the house
Obtained By = When a Sim has been couped inside the house for far too long
Moodlet = Aching Back
Effect = -20 to Mood
Duration = 4 Hours or a Massage
Obtained By = When a Sim has had far too much exercise and needs a massage
Moodlet = Embarrassed
Effect = -20 to Mood
Duration = 3 Hours
Obtained By = When something embarrassing happens, like peeing their pants
Moodlet = Detention
Effect = -20 to Mood
Duration = 4 Hours
Obtained By = When a Child or Teen mucks up in school and gets detention
Moodlet = Witnessed Betrayal
Effect = -20 to Mood
Duration = 6 Hours
Obtained By = When a romantic partner betrays you by cheating on another
person. Like kissing another person, in front of you
Moodlet = Rejected by Ex
Effect = -20 to Mood
Duration = 6 Hours
Obtained By = When your Sim has been rejected by an ex, as the moodlet
suggests
Moodlet = Plagued By Nature
Effect = -20 to Mood
Duration = As long as they are outdoors
Obtained By = Sims who Hate the Outdoors being outdoors
Moodlet = Hydrophobic
Effect = -20 to Mood
Duration = As long as they are near water
Obtained By = Hydrophobic Sims don't tend to like water all that much
Moodlet = Lost a Friend
Effect = -25 to Mood
Duration = Depends on the strength of the friendship, the stronger, the
longer the pain
Obtained By = Losing a friend, either through betrayal or losing touch
Moodlet = Scared
Effect = -25 to Mood
Duration = 3 Hours
Obtained By = When Sims are afraid of ghosts see one, to their horror
Moodlet = Nauseous
Effect = -25 to Mood
Duration = 2 Hours
Obtained By = When vegetarians decide to eat some meat
Moodlet = Really Have To Pee
Effect = -30 to Mood
Duration = Until their Bladder is relieved
Obtained By = When they have a critical bladder
Moodlet = Missed the Wedding
Effect = -30 to Mood
Duration = 24 Hours
Obtained By = When they miss a wedding, be it the bride or groom, or the
parents
Moodlet = Rejected Proposal
Effect = -30 to Mood
Duration = 6 Hours
Obtained By = When a Sim proposals, and they get knocked back
Moodlet = Missing Work
Effect = -30 to Mood
Duration = Until their shift ends
Obtained By = When a workaholic Sim misses their work shift
Moodlet = Fired
Effect = -30 to Mood
Duration = Depends on how high their position war, the higher the longer
Obtained By = When a Sim has been fired from their job
Moodlet = Filthy Surroundings
Effect = -30 to Mood
Duration = For as long as they are in the filthy room
Obtained By = Entering a room with no environment, filthy plates, dirty items
and the like all over the place
Moodlet = Horrified
Effect = -35 to Mood
Duration = 8 Hours
Obtained By = When a Sim has been freaked out when they enter a Mausoleum
Moodlet = Vile Surroundings
Effect = -40 to Mood
Duration = For as long as they are in the vile room
Obtained By = This is the worst of the worst, there is crap all over the
place, rotten food, dirty dishes, broken items, water puddles,
and so forth
Moodlet = Drowning
Effect = -40 to Mood
Duration = Until they are out of the water
Obtained By = Well, Sims don't appreciate drowning when they lack energy to
swim their way out of trouble
Moodlet = Very Hungry
Effect = -40 to Mood
Duration = As long as they are hungry
Obtained By = When their Hunger bar reaches critical levels, they are hungry
Moodlet = Tired
Effect = -40 to Mood
Duration = As long as they are tired
Obtained By = When their Energy bar reaches critical levels, they need sleep
Moodlet = Failing
Effect = -40 to Mood
Duration = 18 Hours
Obtained By = When a Sim has returned from school with a Fail grade
Moodlet = Singed
Effect = -40 to Mood
Duration = As long as they are on fire
Obtained By = When a Sim decides to get caught on fire
Moodlet = Singed Electricity
Effect = -40 to Mood
Duration = As long as they are getting a zap
Obtained By = When a Sim decides to repair electronic appliances and gets a
zap
Moodlet = Stressed Out
Effect = -40 to Mood
Duration = As long as their fun bar is critical
Obtained By = Having a Fun bar that is reaching the near zero
Moodlet = Desolate
Effect = -50 to Mood
Duration = As long as their Social bar is critical
Obtained By = These Sims have nearly nothing left in their social bar
Moodlet = Exhausted
Effect = -50 to Mood
Duration = As long as their energy bar is at near zero
Obtained By = When a Sim's energy bar is nearly empty
Moodlet = Heart Broken
Effect = -50 to Mood
Duration = 48 Hours
Obtained By = When a Sim has had their heart broken, figure that part out
Moodlet = Betrayed
Effect = -50 to Mood
Duration = 24 Hours
Obtained By = When a person has just been betrayed by their significant other
Moodlet = Mourning
Effect = -50 to Mood
Duration = 24 Hours
Obtained By = When a person has suffered the loss of a loved one
Moodlet = Heart Wretching Scene
Effect = -60 to Mood
Duration = Until leaving the scene
Obtained By = When a person has witnessed a break up
Moodlet = Starving
Effect = -80 to Mood
Duration = Until they eat something or die
Obtained By = These Sims have near nothing left in Hunger
Moodlet = On Fire
Effect = -200 to Mood
Duration = 1 Hours
Obtained By = Well, they are on fire, what else is there to say?
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.04] Neutral Moodlets
These are neutral moodlets, they do not effect the mood of your Sims, but
they are warning indicators. These will say that something is going to go
wrong unless you decide to change it. Basically, neutral moodlets are
indicators. It is your choice whether you want to put an end to their
suffering.
Moodlet = Learning Quickly
Effect = Shows that a Sim's learning is fast-tracked
Obtained By = Having someone tutor or teach a Sim about a skill or homework
Moodlet = Has to Pee
Effect = When a Sim needs to use the toilet
Obtained By = Bladder bar starting to turn red
Moodlet = Hungry
Effect = When a Sim needs to eat
Obtained By = Hunger Bar starting to turn red
Moodlet = Sleepy
Effect = When a Sim needs to sleep
Obtained By = Energy Bar starting to turn red
Moodlet = Stuffed
Effect = When a Sim has eaten too much, gaining body fat
Obtained By = Eating more than necessary to fill the hunger bar
Moodlet = Garlic Breath
Effect = When a Sim needs to brush their teeth
Obtained By = Eating Garlic
Moodlet = Baby is Coming
Effect = A baby is about to be born
Obtained By = When a baby is about to be born?
Moodlet = Power Study
Effect = Shows that the study is being fast-tracked
Obtained By = Same as Learning Quickly, though it includes homework and it
found in the library
Moodlet = Fatigued
Effect = When a Sim is exhausted from exercise
Obtained By = Sims exercising far too much
As a note, most of this information was confirmed by the Sims 3 Prima Guide,
confirming my own research. Just to make sure.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.01] What are Wishes?
"Starlight, starlight, first star I see tonight, I wish I may, I wish I might,
I wish I may have this wish tonight."
This is, in essence, the new point system. For all the players of the Sims 2,
this replaces the Aspiration System. Basically, a wish is something that a
Sim, well desires, a wish, as it were. Once a wish has been fulfilled, they
get a nice little moodlet for a few hours, which is always a nice bonus.
Now, there is another reason that you should complete the wishes of your
Sims, because by doing so, you will gain Lifetime Happiness points, the new
aspiration points. The more points you get, the more rewards you can choose,
in this case, they are perks. You will get access to perks that remove the
need to ues the toilet, or a perk that gives you a teleportation machine.
By slowly building them up, you will get access to it, eventually.
Now, the wishes are seperated into Lifetime Wishes and a normal Wish. The
Lifetime Wish is the single wish that your Sim wants to complete in their
lifetime, and they will only have a single one, so once you complete it, it
is the end of that. The Lifetime wish that you will get is based on your
traits, for example, Natural Cook will lead to more culinary inclined wishes,
while Gardening will lead to more gardening traits, etc.
The other type of wishes are your normal wishes. These are your everyday
wishes. However, this is different. You will have 4 slots that allow you to
"lock in" those wishes that you can select through the selection. These
contribute rather little to happiness points, compared to the big bounty from
the large lifetime wishes, but they add up.
Anyway, more on that in their respective sections, this was for the small
overview, now, for the indepth. It is how I approach this guide, it is a big
guide encompassing a lot of indepth guides.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.02] Lifetime Wishes
Lifetime Wishes don't offer anything special besides the large amount of
Lifetime Happiness points that they offer. You can only complete one lifetime
wish per Sim, throughout their lifetime, so once it is done, it is done.
The reward of the Lifetime Wish varies, though the range of points is within
the barrier of 25,000 to 35,000 Lifetime Happiness points. I'll just list down
the lifetime wish and how you will be able to complete the wish.
--==Become an Astronaut==--
This isn't all that hard, just reach Level 10 in the Military, and be an
Astronaut
--==Become a Celebrated Five-Star Chef==--
As you can already guess, you need to reach Level 10 in the Culinary career
path.
--==Become a Creature-Robot Cross Breeder==--
Essentially reach Level 9 in the Science career.
--==Become a Forensic Specialist: Dynamic DNA Profiler==--
For this, you need to reach Level 10 in the Law Enforcement Career and
choose the Forensic branch when you get the choice.
--==Become a Grand Master in Chess==--
For this, you need to have the rank of Chess Legend, which requires you to
beat other chess players to attain this rank and also master the Logic
Skill to level 10.
--==Become an Illustrious Author==--
You need to master, that is, reach level 10, in both the Writing and the
Painting skills.
--==Become an International Super Spy==--
Reach Level 10 in the Law Enforcement Career, choosing the Special Agent
career branch when prompted.
--==Become a Master Thief==--
You need to reach Level 10 in the Criminal Career, choosing the Thief branch
when you get the choice.
--==Become a Rock Star==--
Basically, reach Level 10 in the Music career, choosing the Rock n' Roll
path when the career branches out.
--==Become a Star News Anchor==--
Reach Level 10 in the Journalism career.
--==Become a Superstar Athlete==--
You need to reach Level 9 in the Athletic career.
--==Become a World Renowned Surgeon==--
Again, you need to reach Level 10 in the Medicine career.
--==Become the CEO of a Mega-Corporation==--
For this, you need to reach Level 8 in the Business career path.
--==Become the Leader of the Free World==--
Reach Level 10 in the Politics Career.
--==Become the Emperor of Evil==--
Reach Level 10 in the Criminal Career, choosing the Evil branch instead of
the Thief career path.
--==Golden Tongue, Golden Fingers==--
For this, you need to master the Guitar Skill to Level 10, and also master
the Charisma Skill to Level 10.
--==Good Digger==--
This is interesting, you need to see a ghost of a spouse who is very
wealthy. So basically, marry a very rich Sim and make sure they befall an
accident.
--==Heartbreaker==--
You need to be the Boyfriend or the Girlfriend of X amount of Sims.
--==Hit Music Composer==--
For this, you need to reach Level 10 in the Music career, and choose the
Symphonic branch when the careers branch out.
--==Jack of All Trades==--
In this one, you need to reach the Level 5 career job for four different
careers paths. That means, in four different career paths, you need to get
to Level 5.
--==Living in the Lap of Luxury==--
This is sort of like Swimming in Cash, though in this one, you need to have
X amount of Simoleons in your Household Net Worth, that is your cash and
the value of your house and items.
--==Master of the Arts==--
This is interesting, you need to master, which is, reach Level 10, in both
Guitar skill and the Painting skill.
--==Perfect Mind, Perfect Body==--
This is where you to master the Athletic and Logic skill sets, that is, reach
Level 10 in both Athletic and Logic skill sets.
--==Presenting the Perfect Private Aquarium==--
You need to have X amount of different fish species displayed around your
house in their little fishbowls. They all need to be perfect fish.
--==Renaissance Sim==--
This is different, you need to master three out of the possible 10 skills,
that means, you need to get three skill sets to Level 10.
--==Swimming in Cash==--
You need to have X amount of Simoleons in your household funds.
--==The Culinary Librarian==--
You need to master every single recipe, which requires you to master Level 10
Cooking in order to do so.
--==The Perfect Garden==--
Basically, you need to plant and grow X number of species of plants and you
need them all to be in the perfect state.
--==The Tinkerer==--
Here, you need to reach Level 10 in the Logic skill and the Handiness skill.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.03] Normal Wishes
These are wishes that you will come across from day to day, and they will
vary, based on your traits. Fulfil it to get a little boost to your happiness
points, but that is about it. Your manual will go into more detail than I
do.
Anyway, I'll set this up in alphabetical order, the wish should tell you
what to do anyway. From A to Z we go.
-A-
Accuse Someone of Cheating
Admire Someone
Adopt a Boy
Adopt a Child
Adopt a Girl
Announce Pregnancy
Apologise
Argue
Ask about career
Ask a Sim about their day
Ask for a Promotion
Ask for a Raise
Ask for Campaign Donation
Ask for recipe
Ask if Single
Ask Someone to behave
Ask Someone to clean home
Ask Someone to go inside
Ask Someone to leave
Ask Someone to move in
Ask Someone to stay over
Attend a Protest (Occasionally held at City Hall in Weekends)
Avoid People for X Hours
-B-
Be a Winner, for Once!
Become a [X Profession]
Become an Aunt
Become a Grandparent
Become an Uncle
Become Best Friends Forever with Someone
Become Best Friends with Someone
Become Disliked by Someone
Become Friends with Someone
Become Good Friends with Someone
Become more muscular
Become Old Friends with Someone
Befriend all Co-Workers
Befriend the Boss
Beg for Job back
Be in a Fire
Be in a Steady Relationship
Be Invited to a party by someone
Be Mean
Boast about Culinary Prowess
Boast about fishing feats
Boast about gardening glory
Boast about party
Bore Someone to death
Borrow Ingredients
Brag about being a Doctor
Break Up with Someone
Brighten Day
Brush Teeth X times
Buy a(n) X worth at least §X
Buy a Book
Buy a Couch
Buy an Easel
Buy an exercise machine
Buy a Fishbowl
Buy a New Car
Buy a New Recipe
Buy a Skill Book
Buy a Treadmill
Buy Something New
Buy Something on Sale
Buy Something to Plant
Buy Something with a Coupon
-C-
Calibrate for Higher Cooking Ability
Call Off Wedding
Call Repair Technician
Calm Someone Down
Catch X Fish
Catch X Types of New Fish
Catch a New type of Fish
Catch an X Kilogram fish
Catch an Excellent Fish
Catch a Great Fish
Catch an Insect
Catch an Outstanding Fish
Catch a Perfect Fish
Catch a Record Sized Fish
Catch every type of fish
Catch Something
Catch something with live bait
Catch something without bait
Change Jobs
Chat with Toddler
Chat with Someone
Check Out Self in Mirror
Cheer Someone Up
Clean Entire House
Clean Something
Clean the Dishes
Compliment Appearance
Compliment Athleticism
Compliment Someone's Cooking
Compliment Someone's Personality
Conduct an Interview
Confess Attraction
Console Someone
Cook Something
Cook X Different Recipes Perfectly
Cook Someone's Favourite meal
Cook Something with Perfect Ingredients
Copy Homework
Criticize Family
Cry on Shoulder
Cuddle Someone
-D-
Debate Politics
Declare Someone a Nemesis
Decorate House with at Least X Paintings
Determine Gender of Baby
Discover X Stars
Discover a Star
Divorce Someone
Do a Cardio Workout
Do a Strength Workout
Do Homework
Donate Money to Charity
Donate §X to Charity
Donate §X to Undermine Charity
-E-
Earn a Promotion
Earn a Raise
Earn an A in School
Earn some Money
Earn §X in Royalties Per Week
Earn X Simoleons
Earn X Simoleons In Tips
Earn X Simoleons Through Gigs
Eat a Great Quality Meal
Eat an Outstanding Quality Meal
Eat a Perfect Quality Meal
Eat at a Restaurant
Eat at the Bistro
Eat something at a Park
Eat something at a Public Pool
Eat X Dish
Eat Dim Sum and Canned Soup
Eat Ice Cream and Spaghetti
Eat Sushi and Hot Dogs
-F-
Fall in Love
Feel Tummy
Fertilize Plant
Fertilize Plant with Fresh Caught Fish
Find a Rock
Find Out if Sim is Rich or Not
Find Own Place
Find Some Seeds
Fight!
Finish a Book
Finish Current Book
Finish Current Painting
First Kiss
Flirt with Someone Else
Freak Out!
-G-
Garden
Get X Object
Get A Job
Get A Massage
Get Attention from Dad
Get Attention from Mum
Get Demoted
Get Fired
Get Ingredients for a Recipe
Get Married
Get Married at a Wedding Party
Get On the Honour Roll
Get Out!
Get Pregnant
Get Pumped
Give Friendly Hug
Give Friendly Introduction
Give Inspirational Speech
Give Massage
Give Medical Advice
Go Fishing
Go Fishing before 6AM
Go Home
Go Inside
Go Jogging
Go Out on the Town
Go Shopping
Go Steady with Someone
Go Swimming
Go to School
Go to the Bookstore
Go to the Day Spa
Go to the Library
Go to the Supermarket
Go to Work
Grow X Fruit or Vegetables
Grow a Great Plant
Grow an Outstanding Plant
Grow a Perfect Plants
Grow Bait for Fish
Grow Ingredients for a Meal
Grow Something
Grow Up!
-H-
Hang Out with Someone
Harvest a Wild Plant
Have X Enemies
Have X Friends
Have X Garden Plants
Have X Grandchildren
Have X More Children
Have X Rich Friends
Have X Simutaneous Romances
Have X Total Children
Have a Boy
Have a Child with Someone
Have a Funeral
Have a Girl
Have a Great Birthday Party
Have First Child
Have First Kiss
Have First Romance
Have First WooHoo
Have More Than X Simoleons
Have Private Wedding
Have Sleepover
Have Someone Else Do My Homework
Have Twins!
Help a Sim with Homework
Hire a Baby-Sitter
Hire a Maid
Hold Hands
Hug Someone Amorously
-I-
Imply Mother is a Llama
Improve X Skill
Improve Grades
Improve Relationship with Boss
Insult Someone's Home
Insult Someone
Invite a Sim to a Party
Invite Sim to Movies
Invite Sim to Park
Invite Sim to Restaurant
-J-
Join X Career
Join X Career Branch
Just Be Friends with a Sim
-K-
Kiss X Sims
Kiss Someone
-L-
Leap Into Someone's Arm
Learn X More Traits for a Sim
Learn a New Composition
Learn a New Recipe
Learn a Skill
Learn All Enemies
Learn Bait for a Fish
Lecture Teen
Listen to Tummy
-M-
Make §X from Hacking
Make an Enemy
Make a New Outfit for Myself
Make an Object Self Cleaning
Make an Object Unbreakable
Make a Smooth Recovery
Make Fun of Sim
Make Out
Make Something Fireproof
Make the Bed
Marry a Rich Sim
Master a Skill
Meet All Co-Workers
Meet Someone New
Mock a Sim
Mooch §X
Mooch a Few Simoleons
Mooch a Lot of Simoleons
Mooch Food
Mop Puddle
Mourn a Sim
Move In With Someone
-N-
None
-O-
Order Pizza
Own X Books
-P-
Paint
Paint X Masterpieces
Paint X Paintings
Paint a Masterpiece
Paint a Portrait of a Sim
Paint Something Brillant
Pick Up a Baby or Toddler
Play a Game with Someone
Play Game with Sibling
Play Guitar an Hour a Day for X Days
Play Guitar at a Party
Play Guitar in the Park
Play Outside
Play Tag
Play the Guitar
Play Video/Computer Games
Play with Baby
Play with Fire
Play with Someone
Play with Toy
Point Out Flaws
Potty Train Toddler
Practice Speech
Prepare a Great Meal
Prepare a Meal
Prepare a Meal Using Fish
Prepare a Meal Using Freshly Caught Fish
Prepare a Meal with Fresh Ingredients
Prepare an Outstanding Meal
Prepare a Perfect Meal
Prepare Meal with X Ingredient
Procure a Portrait of Self
Propose Going Steady
Porpose Marriage
Propose to Move In with Someone
Propose to Someone to Spend the Night
Propose Truce
Put a Fish in Fish Bowl
-Q-
Question Someone
Quit Job
-R-
Read X Books in Total
Read a Pregnancy Book
Read a Skill Book
Reach Level X of Y Career
Reach Level X of Y Skill
Reach the Top Level of X Career
Repair X Objects
Repair Something
Resurrect a Sim
Retire
Return Stolen Object
-S-
Scare Someone
Scrap Current Novel
Scrap Current Painting
See a Concert
See a Fiery Ghost
See a Ghost
See a Play
See a Sim Age Up Well
See a Sim Get Married
See a Sim Get Strong
See a Symphony
See Child Become X Profession
See Child Be a X Trait
See Child Earn An A
See Child Get on Honour Roll
See Game at Stadium
See Someone Have a Child
See Sim Earn Passing Grade
See Teen Graduate
Sell Something
Serenade Someone with Guitar
Serve a Great Meal
Serve an Outstanding Meal
Serve a Perfect Meal
Serve a Home Cooked Meal at a Party
Set the Burglar Free
Sit on Couch
Skip School
Skip Work
Sleep Over at Someone's Home
Sneak Out After Curfew
Snuggle Baby or Toddler
Spend §X at the Day Spa
Spend X Simoleons
Spend Time With the Baby
Start a Novel
Start a Painting
Start Working Out
Start Writing a Book
Stay Inside for X Hours
Stay On the Honour Roll for X Days
Stay Out After Curfew
Steal Candy from a Baby
Steal Something
Stop Being Friends With Someone
-T-
Take a Bubble Bath
Take a Class in the X Skill
Take It Easy at Work
Take Out the Trash
Talk About a Skill
Talk About Celestial Object
Talk About Cooking
Talk About Exercise
Talk About Gardening
Talk About Great Outdoors
Talk About New Job
Talk About Self
Talk to Someone
Talk to Tummy
Teach Toddler to Talk
Teach Toddler to Walk
Teen Insult
Tell Dirty Joke
Tell Flirtatious Joke
Tell Intriguing News Story
Tell Sim You Named a Star After Them
Throw X Great Parties
Throw X Parties
Throw a Birthday Party
Throw a Campaign Fundraiser
Throw a Formal Party
Throw a Great Party
Throw a House Party
Throw a Party
Throw a Wedding Party
Tickle Toddler
Toddler Toss in Air
Train Someone
Tutor a Sim for School
Tutor Someone
Tutor Someone in a Skill
-U-
Uncover Conspiracy
Upgrade X Objects
Upgrade Something
Use an Object
Use Charming Introduction
-V-
Visit Someone's Home
Visit the Art Gallery
Visit the Graveyard
Visit the Neighbourhood Pool
Visit the Park
Visit the Theatre
-W-
Wash Hand X Times
Watch a Movie
Watch the Cooking Channel
Watch TV
Water Plants
Wedding Congratulations
Weed Plants
Win X Fights
Win X Games
Win X Ranked Chess Matches in a Row
Win a Fight
Win a Ranked Chess Match
WooHoo with X Sims
WooHoo with Someone
Work at Home
Work on Book
Work on Homework with Someone
Work Out
Work Out X Times
Work Out for X Hours
Work Out for X Hours Straight
Work Out Until Fatigued
Write X Novels
Write an Autobiography
Write a Best-Seller
Write a Book Worth at Least §X a Week in Royalties
Write a Masterpiece
Write a Novel
Write a Romance Novel
Write a Science Fiction Novel
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.04] Lifetime Happiness
Well, what is the point of fulfilling these wishes without a reward? They
will give you Lifetime Happiness points, and these will start building up,
and when you get to larger levels, you can spend them on some perks and items,
which are exceptionally useful.
Below is the list of all available rewards and perks that you can purchase,
their cost, and what they do.
Complimentary Entertainment
Cost - 5000 Points
This is for going to a theatre, you will be able to catch a flick without
needing to pay for it, and this isn't too bad, after all, it does give a
long lasting moodlet.
Discount Diner
Cost - 5000 Points
When you go to a restaurant, you will have the opportunity to obtain a free
meal, which is always a good thing, better than paying for it. And cooking
does get expensive.
Fast Metabolism
Cost - 5000 Points
This will allow you to burn more body fat when they are working out compared
to other Sims, that is, you will burn more body fat exercising compared to
a Sim who has been exercising for the same time.
Observant
Cost - 5000 Points
This is used in social conversations, when, over the course of a conversation,
you will be able to detect and figure out all the traits of the Sim you are
conversing.
Office Hero
Cost - 5000 Points
This makes you more popular when your co-workers, and that means that you
will be able to build up a relationship with your co-workers faster then you
hang out with them at work.
Professional Slacker
Cost - 5000 Points
When you take the option of taking it easy at work, you will not lose job
performance for it, and you gain fun at the same time, what more could you
ask for?
Speedy Cleaner
Cost - 5000 Points
Well, as you can guess, this allows your Sim to clean everything and
everything faster, such as toilets, showers and dishes. Useful if you have
a large household.
Attractive
Cost - 10000 Points
Well, this makes other Sims who have appropriate preferences, that is,
compatable with you, to start off with a higher relationship than before.
Good to build up a romantic relationship.
Bookshop Bargainer
Cost - 10000 Points
This effectively gets you much cheaper books at the Bookshop compared to
other Sims. This is quite useful, considering that recipes are learnt here
and they cost a fair bundle, as well as new music compositions and fishing
stuff.
Change Lifetime Wish
Cost - 10000 Points
Well, this is simple, you get to change your Lifetime Wish, which is rather
useful if you don't like the one you have been given.
Fertility Treatment
Cost - 10000 Points
This allows you to have an increased chance of conceiving children and from
that point, it will increase the odds of having twins or even triplets. Sorry,
no octuplets in this game. Yet.
Multi-Tasker
Cost - 10000 Points
This is only effective in the workplace or in school, this will allow you to
gain job performance at work faster, whilst at school, it will allow you to
do your homework faster than before, which is a necessary chore.
Opportunistic
Cost - 10000 Points
This is used for opportunities, this will double reward from all opportunities
in the game, which I'll list laster, and there are a hell of a lot of them.
Steel Bladder
Cost - 10000 Points
Your bladder will never decay, it will always be full, so you do not have to
worry about your Sim rushing to the toilet half the time, that need has been
removed, for a small fee.
Dirt Defiant
Cost - 15000 Points
This is sort of like the Steel Bladder trait, instead, you will now no longer
need to worry about the Hygiene Bar, the need to maintain that trait is now
removed. Whoosh!
Fast Learner
Cost - 15000 Points
Like the name suggests, this will allow you to learn your skills faster than
before, which is exceptionally useful in the beginning to start off your
skill sets, for the quick advance in the job ladder.
Haggler
Cost - 15000 Points
This will give you a discount at the shops, a permanent discount, and if
you head to the stores often, this could lead to a bit of money we are
talking about.
Never Dull
Cost - 15000 Points
When you talk to other Sims, they will never ever find your Sim boring,
which is useful in preventing a nasty moodlet from turning up of being bored
to death.
Vacationer
Cost - 15000 Points
When you miss work, having this perk will reduce the amount of job performance
that is lost because you have missed a day off work or just decided to slack
off. Note that there are no more vacation days in this game.
Long Distance Friend
Cost - 20000 Points
When you have very good old friends, you will never experience relationship
decay with them, they are a friend for life, which is very handy when you are
in Charisma based skills.
Mid-Life Crisis
Cost - 20000 Points
This perk will allow you to repick and choose all the traits all over again,
which is useful if you managed to stuff up trait selection.
Super-Green Thumb
Cost - 20000 Points
This is only used on your harvestables, when you harvest your produce, you
will get a higher quality, one grade higher than the plant that it is
planted from. So you get to Perfect much faster.
Hardly Hungry
Cost - 25000 Points
Well, with this trait, you get hungry less often, so your hunger bar will
decay much slower than before, the decay is about 50% of what it used to be,
though I suspect that it may be less.
Acclaimed Author
Cost - 30000 Points
This is interesting, it will increase the size of your royalty checks from
your writing, which means that per week, on the Sunday, you will be able to
get more money for the same amount of work.
Body Sculptor
Cost - 30000 Points
This is a wish that will allow you to change your body shape, which, in my
opinion, is quite useless, but hey, they are your virtual points to waste,
not mine.
Extra Creative
Cost - 30000 Points
This applies to your paintings, this is like the Acclaimed Author perk, but
instead of getting larger royalty checks, your paintings will be selling
for more money, which is always a good thing. More money is always good.
Collection Helper
Cost - 40000 Points
This is a little tool that you get in your inventory, and it allows you to
toggle it on and off, and is designed to highlight the location of all
collectables. If you want gems, you can select gems, and on the neighbourhood
screen, they will appear as thumbnails, whilst on screen, they shine with a
bright light.
Food Replicator
Cost - 50000 Points
This is a machine that will copy a dish that you give it. So if you give the
machine a Perfect Meal, it will copy the meal as many times as you want,
which is very, very useful, saves you the cooking, and the ingredients that
it will cost you.
Mood Modifier
Cost - 60000 Points
This is another interesting machine, when you have your negative moodlets,
such as being scared or such, and you need to wait for time to get rid of
them, using this machine will be able to get rid of them. It will be able
to get rid of the moodlets, most of the time.
Teleportation Pad
Cost - 75000 Points
This is a one way machine, it will allow you to move from place to place
for free, though it may deviate a little bit from place to place, sometimes.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.01] Skills
Skills are different this time around, there are now 10 skills, and they are
built differently. For those who have played previous games, you would know
that skills are only really useful for one thing, making and meeting the
job requirements for your job. The same holds true in this game, but there
is much more you can do for your skills, and some skills are harder to
obtain, Charisma is one such skill.
There are 10 skills in total, Athletic (replacing the old Body Skill),
Charisma, Cooking, Gardening (A Hobby from The Sims 2 - Seasons), Fishing
(Another hobby from Seasons), Guitar (Broken from Creativity), Handiness
(replaces Mechanical Skill), Logic, Painting (Broken from Creativity) and
Writing (Which replaces a Hobby from The Sims 2).
Now, there are many more ways to learn skills in this game. Much more ways.
The first of such ways is taking classes. In the beginning, this will net
you a complete skill point, but later on, progress is slightly lower.
These classes can be taken all over the community, I'll list their
location later, but they can all be taken, but it will set you back at
a fee of 400 Simoleons.
Next is that nearly all skills have books that you can read to boost your
learning for it, however, they will normally cost you if you go to the
bookstore and purchase them. They are, however, free of cost if you go to
the local Library, a new addition to the community.
Finally, the next common, non-skill specific way is to use public
equipment. There are chess boards all over the place for logic, there is
a library for all skills, there are is a free gym for Athletic, free
grills for cooking, plants to be harvested, fish to be caught, and so
on.
Anyway, when you start off your Skills, you will start off with a Skill
Journal. This will document some interesting facts, as well as
challenges that you can complete for a permanent bonus, that I'll go
into when I get to the skill. The Skill Journal will track your
progress, like how many pages your Sim has wrote, and how many meals
that your Sim has cooked, even how many perfect ingredients you have
harvested. But that is for your own leisure, lets start talking about
the skills, and the challenges that you can complete.
Note that some skills will get their own section, fishing, gardening and
cooking are important enough to warrant their own indepth section. Writing
and Painting will also get a section, the others don't really need one, as
of yet.
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[5.02] Athletic
The Athletic skill is a far better sounding skill than the Body skill. Now,
Athletic skill is used for those who want to be fit, and as you trim down
the fat, you will gradually notice that your Sims will be getting athletic
skill points.
Now, how do you learn this skill? You can take classes at the Stadium for
the quick burst, and from there, you can gain points from the Gym, that you
can enter free of charge and open at all hours, work out machines that you
can purchase, jogging and working out with the Stereo or the TV, swimming
and reading the athletic books.
This skill isn't as important, but after you start to learn it, you will
get more and more options, offically called tones, when you are working out.
These tones will determine how fast you gain your athletic skill, and how
intense you decide to work out.
There are two different workouts, Cardio and Strength. Strength will increase
the amount of brawn that your Sim will have, whilst Cardio will drop the
amount of body fat that your Sim has, so make sure you get a nice balance
between the two.
At, as you level up, the only different between the levels is the amount
of time that your Sim can work out until they are fatigued and get the
nasty moodlet. The higher the level, the more your Sim can tolerate and
deal with the pain. Also, the higher the athletic skill, the better their
chances to win in a fight. Well, a big tough guy normally does win against
the skinny, puny guy. Unless the puny guy manages to kick the big guy in
the nutsack, then it gets interesting.
Anyway, at level 1, your Sim will have the ability to jog from place to
place. This isn't all that bad, but it is slower than running, but increases
your athletic skill at the same time, as well as it being recorded in your
little skill journal.
At Level 3, you will be able to get the Pumped moodlet from working out,
which is a nice moodlet. Though the downside is that they will need to
work out for a tee bit longer.
At Level 5, the improvement is that when you set them to move from location
to location, they will run a lot faster, if running is the best option,
they will decide to take the car if it is faster.
Finally, at Level 6, your Sim will have the option to train other Sims
with the exercise machines. This means that the Sim exercising will gain
their Athletic Skill faster as well as losing weight more, under the
expert guidance from a master.
--Tones--
Okay, the tones. These tones can only be used when you are working out. When
you are working out, if you have these tones, you will be able to use the
drop down bar and select what tone you want. You will always start with
the normal, do workout tone, which is just the normal workout, so lets go
into detail about the unlocked tones.
Don't Break a Sweat is unlocked at Level 1. This will get you the same
amount of athletic skill points as the normal workout tone, however, this
will decrease the amount of hygiene decay that you will have. This is useful
if you don't want to lose too much hygiene early on, and with hygiene out
of the way, you can do longer workouts.
Good Pacing is unlocked at Level 3. This tone allows you to increase the
amount of time you workout, with the usual amount of athletic skill gain as
well as the normal hygiene decay, but it will allow you to work out longer
until you get the Fatigued moodlet,
Push Self is unlocked at Level 5. This allows you to push yourself, but
this comes at a cost. The next day, the day after you wake up, you will get
the Sore moodlet for using Push Self, which can take time to heal. However,
this will increase the speed in which you gain your body skill and also
increase the rate in which you lose weight with normal decay.
Quick Burst is the final tone unlocked at Level 7. This is where you will
work out extremely hard, sacrificing hygiene and energy, as well as getting
the Fatigue and Sore moodlet from working out. However, this will allow you
to gain skill at an incredible rate, so you will get sacrificing everything
to earn athletic skill at a fast rate. So pick your poison carefully.
--Skill Challenges--
There are 3 skill challenges that your Journal asks you to meet. If you do
do it, you will get a reward at the end, so think about the benefits of it.
Body Builder the the first of the challenges. You will need to do 60 hours
of strength workouts, which pretty much means 60 hours on the weights
machine. This will lead to the ability to never get the fatigue moodlet after
working out on Strength Workouts.
Fitness Nut is the next of the challenges. This is like the previous
challenge, instead, you need to have 75 hours of Cardio workout, which means
about 75 hours on the treadmill. This will net you the same reward, you
will no longer get the fatigued moodlet after a Cardio workout.
Marathon Runner is the last of the challenges. For this, you will need to run
the fantastic amount of 500 Kilometres, before you can get this moodlet. As a
conversion, it would be about 311 Miles. For completing this, it will grant
your Sim a longer life, as they are more fit. Interesting, run for life
expectancy.
And that about wraps up the Athletic skill.
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[5.03] Charisma
Charisma has changed since the second game, instead of just straight skill
gain, you need family friends. Since they were removed from jobs, this is
where it is at, you need friends to advance in Charisma. This skill will be
useful for you when you are conversing with other Sims, the higher the
skill, the better greeting, and thus, the better initial relationship will
be.
You can acquire this skill in only three ways, which makes it one of the
most limiting skills. You can take a class in it, read about it in a nice
book, or just practice in front of a mirror.
Now, what does this skill actually do. It will allow you to use new
greetings when you see a Sim. What does that do? Well, these greetings will
increase the relationship a fair bit, and that makes it useful in itself, a
nice start makes it easier to make friends. It will also unlock some nice
new socials to play with and for the Mooches out there, a higher Charisma
skill will enable you to leach more food and money.
Another boost that the Charisma skill will give you is that your tones at
work, which involve talking to co-workers and your boss, will be far more
effective, that is, you will be able to make friends out of your boss and
your co-workers a lot easier than before.
Okay, the tough part is actually gaining this skill. In order to gain and
succeed with this skill, you need to build up a stash of friends to gain
this skill. Below are the requirements in terms of friends needed for each
level.
Level 1 - 0 Friends
Level 2 - 2 Friends
Level 3 - 3 Friends
Level 4 - 4 Friends
Level 5 - 6 Friends
Level 6 - 8 Friends
Level 7 - 10 Friends
Level 8 - 15 Friends
Level 9 - 20 Friends
Level 10 - 25 Friends
However, note that all those friends cannot be family members, all friends
need to be, well, friends, there cannot be a family relationship between
two people to count as friends.
--Greetings--
There are new greetings that you can use when you advance in skill. These
Greetings, like I have said, will increase the relationship more than a normal
greeting. The higher the skill, the better the greeting that you can use. Note
that these greetings will replace old greetings that are less effective. Also
note that you will start with the basic greetings at the lowest skill.
Level - Name of Greeting - Type of Greeting
Level 1 - Friendly Greeting - Friendly Greeting
Level 2 - Amusing Greeting - Funny Greeting
Level 3 - Interesting Greeting - Impressive Greeting
Level 4 - Flirty Greeting - Romantic Greeting
Level 5 - Affectionate Greeting - Romantic Greeting
Level 6 - Funny Greeting - Funny Greeting
Level 7 - Impressive Greeting - ?Impressive Greeting
Level 8 - Hilarious Greeting - Funny Greeting
Level 9 - Loving Greeting - Romantic Greeting
Level 10 - Hot Greeting - Romantic Greeting
The greeting table looks rather sloppy, I'd admit, but given the lack of
formating tools on Notepad, compared to Excel, I really have my hands tied.
Anyway, the better the greeting, the better the relationship boost that you
will get, and besides, you have to greet someone to talk to them anyway, so
you might as well give it a boost.
--New Socials--
There are new social interactions as well. You will get three social
interactions that you can use, and whilst you are able to unlock the socials
at different levels, the higher your Charisma skill, the more effective
these social interactions are.
The first social interaction is Charming Introduction, unlocked at Level 1.
What this does is give a nice introduction, and this will immediately give an
additional boost for a starting relationship. The higher your level, the
stronger the greeting, and as such, by the time you reach Level 10, you will
get friend status straight away when you use this introduction.
The second social is Get to Know, unlocked at Level 3. This is used to
discover all that you need to know about another Sim, their interests, their
status, their traits. This will make it easier for you to discover some
common interests. However, you still risk rejection at low friendships. By
Level 10, they will spill their guts, no matter what, so no rejeciton.
Finally, the last new social is Smooth Recovery, at Level 5. This is used
straight after a negative result from a social interaction, basically, you
said something you shouldn't have. This is used to recover that loss, and
revive a dead conversation, so the higher your Level, the more effective your
recovery will be. By Level 10, it will be a perfect recovery. Always.
--Skill Challenges--
Time for the challenges. There are 5 challenges that you can complete, the
skill is diluted, but the reward is still the same.
Celebrity is the first of your challenges, and if you are planning to max out
this skill, this is the easiest to complete. You need to have 25 Sims, those
not in your family, as your friends, basically, the same requirements as that
of getting the Level 10 Skill Level. This will allow you to start off with a
far stronger relationship than other Sims.
Comedian is the next challenge. This will require you to tell a total of 100
successful jokes, and this is one of the easiest to complete. The reward is
that your jokes will hardly fail, though this is mooted if you have the Good
Sense of Humour trait.
Everybody's Best Friend is the third challenge. For this, you will need to
have 10 Best Friends, which isn't all that hard, if you max out all your
friendships and keep in touch. This is handy because when you will have
friends, they will immediately skip the Good Friend level and move into Best
Friend, which is quite useful.
Personable is the fourth challenge. To be personable, you will need to have
learn at least 50 different traits of your friends and other people in the
neighbourhood, basically, you need to learn all 5 traits of 10 different Sims,
and if you have a lot of friends, this isn't all that hard. This will give
you the ability to learn traits far more quickly than before when conversing
with other Sims.
Super Friendly is the final chellenge. This requires you to have at least
20 friends, but the reward for this is enormous. This will stop all friendship
decay, ALL DECAY, so you can never lose touch with your friend. Note that
this is far superior than the Distant Friends perk.
And so that ends the Charisma skill. Two down, eight to go.
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[5.04] Cooking
Cooking is one of the most important skills in the game, and one that your
Sims will always seem to learn naturally. This will effect how you feed your
Sims, and is the home to many powerful moodlets. It is hard work to build up
your Cooking skill, but it is well worth it. Note that the way cooking works
from Sims 2 is different. There is no longer stock. You need seperate
ingredients for cooking a dish, it is no longer universal. Seems fair, can't
make lobster from oranges. That always amused me.
So how do you learn it? Well, cooking of course, gives a fair amount of the
work, but taking classes in cooking and reading the right cookbooks always
seems to help. And given the amount of food that your Sim needs to eat, it
won't be long before your Sim will be racking up those skill levels in order
to create some fantastic dishes.
So what is the point of this skill. The better your cooking skill, the better
your dishes will become, and the more nourishing they will be, with a lower
chance of failure with each increasing level. Also, with each level, the
quality of the food will improve.
There is a lot to talk about on food, it deserves it's own section, so much
that it will be the one right below this section, once I get around to putting
it in.
Anyway, what do you get at each level? You get new recipes. However, not all
recipes are obtained through skill progression, a fair amount need to be
learnt through one-use recipe books that you can purchase from the bookstore.
I will list them in brief now, and go indepth in them later, such as the
ingredients that they require.
Okay, for such a big topic, what I wrote is rather brief, but please bear in
mear in that I will expand on this later. Whenever later is. If you read
this in a later version, it will be already there. But earlier versions, well,
please be patient.
--Recipe List--
Recipes Learnt from Skill Progression
These are recipes that are automatically learnt by the Sim when they reach
the level that is proscribed.
Level 0 - Autumn Salad
Level 0 - Mac and Cheese
Level 0 - Waffles
Level 1 - Hot Dogs
Level 1 - Pancakes
Level 1 - Peanut Butter and Jelly
Level 2 - Goopy Carbonara
Level 2 - Grilled Cheese
Level 4 - Spaghetti
Level 4 - Sushi
Level 5 - Stu Surprise
Level 6 - Hamburgers
Level 7 - Key Lime Pie
Level 8 - Grilled Salmon
Level 9 - Dim Sum
Level 9 - French Toast
Level 10 - Lobster Thermador
Recipes Learnt from Recipe Books
Note that the level listed is the level needed to understand the book. You
need to be of a certain skill level to understand the book, which is rather
unusual, but I guess you cannot expect a beginner to bake a Baked Angel Food
Cake.
Level 1 - Ratatouillie
Level 3 - Cookies
Level 3 - Fish and Chips
Level 4 - Fruit Parfait
Level 5 - Cheesesteak
Level 6 - Cobbler
Level 7 - Eggs Machiavellian
Level 8 - Tri-Tip Steak
Level 9 - Stuffed Turkey
Level 10 - Ambrosia
Level 10 - Baked Angel Food Cake
--Skill Challenges--
There are also skill challenges for cooking, but it is scaled back to three,
which makes things a bit easier on you. However, given that this is concerning
food, consider them quite powerful rewards.
Menu Maven is the first of your challenges, and one that will take a while to
achieve. This requires you to have prepare all the recipes possible, so you
will need to be at cooking level 10, learn all the recipes, prepare all the
recipes, including the powerful Ambrosia, and your reward is that all your
food that you now prepare are of a much higher quality.
Star Chef is the second of your challenges. This requires you to prepare at
least 50 meals, there are no limitations on what you can produce, you can make
50 plates of waffles for all I care. Again, the reward for this is that your
food is of a higher quality, and higher quality food means much more powerful
moodlets.
World Class Chef is the final challenge. This requires you to prepare 75
dishes, again, there are no restrictions on what you can prepare, so 75 dishes
of Peanut Butter and Jelly sandwiches coming right up. Anyway, this provides a
different reward, this will allow you to cook your fishes a bit faster.
And that wraps up the cooking skill, for now, until I get around to the
indepth section.
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[5.05] Fishing
This is yet another skill that I will go indepth later, mainly because of
the tables that I will need to draw up and there is no need to clutter this
section. Anyway, fishing is basically that, you will need to learn how to
fish, and the better your level, the more you can cook. Now the reason why
this is useful is because it is a good source of money, and also ingredients
for your cooking dishes.
How do you obtain this skill. Again, there are only three ways, you can
either take a class from the Supermarket, read the fishing books or you can
just go fishing yourself. Not exactly a large variety of ways to learn, but
it does the job.
Now, fishing. Well, basically, a pool of water is a place you can fish, of
course, the best place to fish are places where there is fish jumping out
of the water, because there is a higher chance of a catch. Keep in mind
that some Sims will be able to fish in swimming pools, which is always a
nice touch.
If you have the money, you can purchase a fair amount of books at the
bookstore, and this is done for a reason. The reason you read those books is
that it will give you the locations of where you can catch a fish, which is
a nice start, and more importantly, the perferred bait of each fish. Talk
about bait is in the paragraph below this next one.
What happens as you level up with this skill? Well, the higher your level, the
more fish you can type. Some fish you cannot catch until you are at much
higher levels. Also, the higher the level, the better quality fish you can
catch, you can't exactly catch perfect fish at Level 1, but it will be more
common at Level 10.
When you reach LEVEL 3, you will be able to bait fish out of the sea. What
is bait? Well, bait basically means a type of food or fish that you can
use, and lose upon successful catch of a fish, but it will increase the
chance of catching the fish that the bait is selected for. More in it's
specific section. The better quality of bait, the better quality of fish that
you are going to catch. I hope you have a large garden.
Also, as you level up, you will be able to inspect the water of any place
that you can fish, and this will identify all the available fish in that
water that you can catch. This is useful if you are looking for a certain
type of fish.
Well, that is about as indepth as I would like to go for skills, given that
I am going to dedicate a section for this.
--Skill Challenges--
However, I am not going to forget about the challenges, but this time, there
are only two challenges for you.
Amateur Ichthyologist is the first of the challenges, and it is a rather
funny sounding one, which makes it interesting. This requires you to have
caught every single type of fish, EVERY SINGLE TYPE OF FISH. That includes
the rare as hen's teeth, Deathfish. For such a feat, you will be rewarded
that all the fish you now catch will be bigger, fatter, and tastier.
Commercial Fisherman is the second and last of the challenges. This requires
you to have caught at least 350 fish, which is quite a lot, but given that
time flies, you will be able to achieve this in no time. If you fish regularly
that is. For this, you will be able to catch fish faster than other Sims,
which means that you can catch more fish.
And that wraps up fishing, for now. Tune in next time, for more TALES. OF.
INTEREST. I mean fishing.
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[5.06] Gardening
Gardening is one of the new skills, and basically, this is one of the money
making skills. This is another skiill that I will go indepth later, mainly
because it is a very large section. Anyway, this skill is necessary for
tending and harvesting the produce of plants, and this has two uses, one is
for making a fair amount of money, and the latter is to have fresh
ingredients for your cooking.
This skill is obtained in three ways, the standard reading books and taking
classes method, and the final method is actually going out into the field
and working and tending your plants. Tending, watering, harvesting, all those
activities will increase your skill in gardening.
Now, what is the whole point of gardening? Well, gardening is basically
looking and fielding plants, and by doing this, you can make those plants
grow up nice and strong, and you move on to harvest the produce, and make
money out if it.
More about growing plants and harvesting in their respective section, so when
that is ready, you can read that to make this following part about level
development make a bit more sense.
Anyway, you start off at Level 0, and your gardening skills are a bit
restrictive to say the least. By Level 2, you will be able to tend to a
garden, so you can water, and now, remove the weeds surrounding the plant.
Weeds need to be removed for the sole reason that they will damage the plant's
quality. The higher your level from now on, the faster your Sim will be able
to tend those plants.
Once you reach Level 3, you will have the ability to fertilise the plants.
This skill is important, as fertilizer will improve the quality of your
produce, and that is useful as it will increase the quality of the meals that
use your ingredients and it increases the value when you are selling them.
However, bear in mind that quality of the fertilizer will determine how much
the plant's quality is improved.
By Level 5, you will notice that when you walk around the neighbourhood, you
will have seen common, uncommon and rare seeds. By Level 5, you will be able
to plant uncommon seeds, in addition to common seeds that you have already
been able to plant since Level 0.
At Level 6, if your Sims have the Green Thumb trait, they will be able to
revive a plant, which means that you will be able to revive a plant that has
died through neglect or some other means. Barren plants will not be able
to be revived. With this, you will have a good chance to revive the dying or
ailing plant.
By Level 7, you will be able to plant those rare seeds, and this means that
those nice lovely plants that you have no idea about can now be grown.
And finally, the last 3 levels. At this point, you will get opportunities,
one for each level, about growing a specific number of harvestables with a
certain quality. By completing these opportunities, you will get access to
new plants. You will be able to grow plants that spawn eggs, cheese, steak,
and finally, the Omni Plant, though this will get it's own section.
So that is about it for developmental skills, so on to the challenges. Yes, I
do know that this is a bit brief, but like I said, this deserves it's own
section.
--Skill Challenges--
There are three challenges that you can perform. Of course, given the nature
of this skill, it will take some time to perfect, but you'll get there,
eventually.
Botanical Boss is the first of the challenges, and this requires you to grow
75 perfect harvestables, there are no requirements on what needs to be
grown. However, for doing this, you will get the power that none of your
plants will ever die from neglect, such as not tending them or not watering
them.
Master Farmer is the next of the challenges. To complete this challenge, you
will need to harvest a total of 650 harvestables, which, when you think about
it, isn't actually a lot. By completing this, you will have your plants
watered and deweeded for longer, that means, less work.
Master Planter is the final of the challenges. This will require you to plant
every single type of plant, every single one. This isn't all that easy, but
it isn't impossible. Once you have completed planting all of the different
types of plants, your plants will suffer significantly less weed growth. Which
is again, quite useful.
And that wraps up Gardening, for now.
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[5.07] Guitar
This is one of the worst skills, because there isn't much in terms of usage.
Basically, imagine just the piano playing skill, and yeah, there isn't much,
but it is relatively important if you are planning to go into the Music
career, so pick your poison carefully.
Again, this skill is developed in a set amount of ways, there is always the
books and classes approach, though it doesn't get you very far, or you can
just practice on the guitar. It isn't much in terms of development, but it is
similar to other skills.
Well, the whole aim of this is getting new songs to play with. As you develop
your skills, you get more and more songs that your Sim can perform, and by
Level 5, you can perform songs for tips whilst performing in public. This is
a quick way to make money, but it is still short change.
Anyway, through skill development, you will learn new songs. This is quite
useful, as the more songs you can play, the more variety you can provide to
passerbys, and try to hit their favourite music. From Level 1 to 4, you will
gain two new compositions, that is, songs, through development.
Level 5 is special, you will get 3 new songs, and from that point on, Level 6
to 10, you will get only 1 new song per level, but there are new compositions
that you can purchase from the bookstore, which effectively makes it two per
level.
Level 5 is the most important part of this skill, because it is also the
point in which you can perform to the public. Previously, you can only
practice, but now you can play in public. Shove that guitar into your Sim's
inventory and you can play it. This is where you can make up that 600 Simoleon
purchase price. Try public areas, such as the main park, for the most
pedestrian traffic.
Also at Level 5, you will be able to serenade someone. Literally, this is
like flirting with someone, but through song. Basically, it serves as a
romantic social interaction that will aid you in your romantic overtures at
the song's conclusion.
--Skill Challenges--
Guitar only has three challenges, which isn't a hell of a lot, but it is
better than nothing, I guess. Anyway, without further ado.
Guitar Star is the first of the of the two challenges, and basically, your
Sim needs to perform at a total of 10 parties. With this, you will be able
to get more money from tips and such performances. Which means some more
spare change for you.
Master Guitarist is the next of the challenges that you will face. This is
where you learn every single composition, from levelling up, the compositions
that you can purchase from the store and compositions that can be learnt
through opportunities that you will get from time to time. As a reward, you
receive a new song. Which kinda defeats the purchase.
Money Maker is the final challenge that you can pick on. This requires you to
earn a total of 5,000 Simoleons from all your performances, which is quite a
lot, considering all you get is spare change, but after a long amount of
performances and time at parties, you will start to rack up the money. For
this, your reward is that you get another new master track to play with.
And that wraps up the Guitar Skill.
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[5.08] Handiness
This is the skill that replaces the Mechanical skill, and this actually has
some uses, yuo can use this to play with some equipment. You can basically
tinker with equipment, and repair broken items, and after a while, you will
be able to upgrade your equipment to make them work better.
There are a fair amount of ways to boost this skill, besides the obvious
class and book method. You can repair broken items for some more knowledge
on the Handiness skill, or tinker with them, or you can just upgrade the
items and see how it goes.
Basically developmental benefits through this skill is quite useful if you
are the handiman around the house. The higher your skill, the better your
chance of success in tinkering and upgrading, as well as repairing, and the
lower the chances of failure. Note that the Handiness trait, you will always
succeed.
By Level 3, you will be able to upgrade your equipment, again, I will put a
list in a seciton of it's own, mainly because it needs a proper table, and
I cannot provide one here and make it all neat and tidy. However, these
upgrades are quite powerful and useful. For example, you can make a cheap
dishwasher silent, or improve the stove to make better quality food, or
even improve your TV to have more channels to watch.
There are more upgrades, but again, I will give it a section for that, as to
go indepth. Finally, at Level 10, you will be able to get a nice bonus. You
will be invited by a guild and you will get a permanent 25% discount to all
items that you can purchase off the buy catalog.
Quite short, the above section, because the upgrading section needs a fair
bit of space.
--Skill Challenges--
There are the standard three skill challenges with this skill. Not a lot, but
better than nothing.
Electrician is the first of the challenges, and have a guess, you need to
play with some electricity. You will need to repair 10 electricial objects,
which, over the course of a few days, doesn't mean quite a lot because they
will suffer heavy usage. The reward is simple, you will never be electrocuted
again, ever again.
Plumber is the second of the three challenges, and as you can guess, you
need to play with water. You need to successfully repair 10 plumbing items,
and this is quite easy, it is usually a shower, bath or toilet, and you use
those constantly. Your reward is that these items will never break again.
Tinkerer is the last of the three challenges, and this requires you to tinker
around with objects. You need to have installed at least 10 different, unique
upgrades on objects around the house. Use the table found later on in the
Upgrading section for more information. As a result, you will never fail at
upgrading objects.
And that is it, for now.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.09] Logic
Logic is one of the few skills that hasn't undergone a total review, which is
a nice touch. However, there is a lot more you can do with this skill, it
isn't just chess playing, there is a lot more than that. This is the general
intelligence skill, and is used for tutoring other Sims, for discovering new
celestial bodies.
Logic is one of the skills that has more than 3 development options. Sure,
there is the traditional class and book approach, but you can also learn this
skill from the Chessboard, using the telescope, or being tutored by other
Sims. The Computer is a new source of learning, considering you can play chess
on the computer now, and gain logic at the same time.
Logic is one of the skills that has a massive developmental cycle. The effects
are immediate, your Sim can start to solve the unsolvable, basically, you are
solving hard mathematical problems for money, it isn't always a success, but
the money is good.
By Level 3, your Sim is able to search the stars for previously unknown
celestial bodies. Of course, there is money involved, and the best part is
that you can name discovery after what you want. Be creative. Doesn't
every kid want to see the Steaming Pile of Poop star? Of course, the cheapest
are satellites, they aren't worth the most. Next are small stars, followed
by new planets, and finally, the large stars, which are worth the most. It is
all random, but that is the pattern in which they are valued. And to make sure
it is offical, they are logged into your journal.
At Level 5, your Sim will be able to tutor other Sims in the logic skills,
However, you can only tutor young Sims at this stage, children and teens, for
now. This is quite useful, giving a nice powerful moodlet as well as it helps
the child's school performance and develops their logic skill faster than
usual.
Also at Level 5, you will be able to talk about Sims about celestial bodies
that they have discovered. What is more important, other than a topic of
conversation and a nice relationship boost is that if you talk about the
celestial body named after them, well, you get a massive boost. Hey, I would
like to tell other people about a new star I discovered and named after them,
and they would be happy.
Finally, at Level 10, you will be able to improve your tutoring skills, you
will be able to tutor anyone, in basically everything, all skills, bar the
Athletic and Charisma skill. However, there is a limitation, Sims cannot
tutor beyond their own skill level, that is, if a Sim has Level 7 in Cooking,
that Sim cannot tutor another Sim beyond that Level 7 in Cooking. This is
useful for developing the skills of younger Sims. This beats learning through
the books, but is slower than learning through actual practice.
However, there is a skill within a skill. There is a chess skill, and although
logic is a strong factor in how the game plays, the more you practice chess,
the better you will get. The more you practice, the more games you win, so
this is the way you beat a Grand Master in chess. Sure, Level 10 in logic
outranks a Level 9, but he/she has practiced for a long time, you have not.
--Skill Challenges--
There is quite a fair amount of challenges here, well, four, but it is more
than the standard of 3 that you normally get.
Celestial Explorer is the first of the challenges, and this requires you to
discover 20 new objects through your telescope, be it stars, satellites or
new planets. As a result, you will be able to talk about the stars and the
sky to other Sims, compared to the Level 5 perk of just talking about things
you have discovered.
Grand Master is the second of the four challenges, and you need to reach the
last level of Chess, and this is done by just beating all the ranked opponents
in your path. Once you get to this level, you will be able to gain your
skill in logic, and as a result, chess, at double the usual rate, which is
exceptionally useful.
Skill Professor is a challenge in which you need to spend at least 30 hours
tutoring other Sims, whatever the age and whatever the skill, there are
no specifications. Once they are effectively a professorhead in their own
regards, their teaching will be twice as effective, that is, the student will
learn the skill twice as quickly.
Teacher Extraordinaire is the last of the challenges, and it is the weaker
brother of Skill Professor, in which you will only need to spend 20 hours in
tutoring other Sims, but again, you will only be twice as effeective. Which
makes the skill professor 4 times as effective. Effective?
And that wraps up the Logic skill, 8 down, 2 to go.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.10] Painting
This used to be a skill within a skill. Previously, painting was a skill that,
the more you practiced, the more money you get, however, it was considered an
activity under the Creativity skill. Since that has gone to dirt, this gets
it's very own skill, which is fun.
This is a strange skill, there are only two ways to earn this skill, through
the usual classes and the obviously, painting on the easel. This is quite
easy to handle.
This skill is all about practice, and more practice. The more you practice,
the better you'll be, and the more money that you will make. You will only
be able to practice early on, and by reaching Level 1, you will already be
making your mark by choosing from three different types of canvas, small,
medium or large.
By Level 5, they will be able to paint, rather than practice, but it is all
semantics, it really doesn't mean anything. Level 6 is where things get a
little more interesting, you will haev the chance to paint a Brillant
painting, and this is just a usual painting, but it is Brillant. Besides the
environmental benefit that it will give, it is also worth double the normal
value.
Level 9 is where it turns even better, with your Sims given the chance to
paint a Masterpiece. This gives out an even stronger environmental boost
if you have the chance to mount it, or you can sell it, and it will be
triple the usual value.
Just as an interesting side note, if the painter dies, all their paintings
will be worth more, since demand and supply would suggest that there is now
only a finite about of dead person's works, so supply is limited.
Also, there is another set of developmental skills. At Level 5, you will be
able to paint a Still Life painting, which is a painting of a photo that you
will have to choose. Level 7 will allow you to paint a portrait of a Sim,
which requires two people. After all, you cannot paint thin air. Finally, at
Level 8, you can paint a memorized scene, which means you take a photo of a
place around the neighbourhood with the mobile phone, and paint that.
--Skill Challenges--
There are only three skill challenges for this, which isn't exactly a lot, but
again, better than nothing.
Brushmaster is the first of the challenges. This requires you to have painted
a total of 35 paintings, and the reward for this is that your Sim will be able
to paint a lot faster than before. Useful for pumping out those paintings.
Master Painter is the next of the challenges, and this requires you to have
painted 5 Masterpieces. This is quite hard to do, but with the below challenge
complete, it may be a bit easier. For a reward, from now on, every painting
you sell will be worth a lot more than usual, that is, you make more money for
the same amount of effort.
Proficient Painter is the final challenges, and as you can guess, you need to
have painted 6 Brillant paintings, nothing less. This requires a hell of a lot
of luck, so good luck painting that. However, the reward is a useful one for a
painter, you will be able to paint more Brillant and Masterpiece paintings,
that is, a higher chance to do so.
Finally, that wraps up 9 of the 10 skills, one more to go.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[5.11] Writing
The final skill, and this game as turn what was a hidden skill in novel
writing into a much bigger skill. Again, this will be another skill that will
get it's own section, given the scope, and is another non-offical way to make
money.
There are only three real ways to learn about writing, and that is to either
take a class or read the book, as usual, or you can go and practice writing
on the computer. Note that all writing needs to be done on the computer,
as it stands, you cannot make a typewriter and do some writing, because it
doesn't have spell check.
Anyway, the developmental effects of writing, well, this will overlap the
indepth section, but anyway, by increasing your level, you will gain access
to more novel genres, and whilst they take longer to write, you get more in
royalties. More on that later.
At the start, you will have access to Fiction books, but from there, it will
start to get bigger, as in genres.
Level 0 - Fiction
Level 0 - Non-Fiction
Level 1 - Science Fiction
Level 2 - Trashy
Level 3 - Drama
Level 3 - Children's Book (Painting Skill >/= Level 6)
Level 5 - Humour (Good Sense of Humour = Level 2)
Level 6 - Historical
Level 8 - Mystery
Level 10 - Masterpiece
Level 10 - Romance (Hopeless Romantics = Level 5)
There are in fact, more genres, so here are they.
Autobiography - You need to write 3 Biographies
Fantasy - You need to write 3 Science Fiction Novels
Satire - You need to write 3 Humour novels
Vaudeville - You need to write 2 Drama, Science Fiction, Humour, Mystery
and Romance Novels.
--Skill Challenges--
Again, there are only three here that you can do, so it is nothing unusual.
Prolific Writer is a challenge that requires a Sim to write at least 20
novels in their careers. This is quite useful if you are looking for money
because these guys will be more recognised and as such, they will tend to
produce more Hits and Best-Seller books, and this leads to more in royalties.
Specialist Writer is the next challenge, and this requires your Sims to write
5 novels in a specific genre, any genre. As a result, they are well recognised
in their own genre, and they will make more hits and best-sellers, however, it
is only effective in their favourite genre.
Speed Writer is the final challenge, out of all the skills and for me writing,
and requires you to have earnt a total of 15,000 Simoleons in royalties, which
isn't a hell of a lot if this is a full time career, maybe a bit longer if it
is a part time career. As you can guess, the reward is that your Sims will
write a lot faster. Exceptionally handy if they are looking at doing the
romance novels.
And that, ladies and gentlemen, wraps up the skills. In brief.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.01] Overview
There are 11 professional jobs available to you this time, compared to the
amount of careers, only 10, which comes in both the Sims 1 and the Sims 2.
This is exactly the same, except the presentation is a bit different. Also,
there are part time jobs, which you can have on top of a full time jobs, but
more on that later.
Again, only adults and now, elders, will be able to have full time jobs, and
this is a lot more interesting. Several careers will have branches, which
means, your career will come to a split path, and you need to choose which
path your Sim wants to walk on. This means that there is more than the usual
110 jobs that you were expecting. However, once you reach elder status, you
can retire from your job and receive a pension. Whilst the money isn't exactly
good, you don't need to work and get paid. Up to you, really.
Also, as you level up, there are rewards for reaching certain levels in your
career. This is most useful, since there are some nice rewards that you cannot
obtain in any other method, like a police cruiser.
Another change is that there are work tones. That is, there are options that
you can select for your Sim to perform during work, which dictates what they
do. For example, you can have your Sim work out exceptionally hard, or just
slack off or talk to their co-workers. All jobs with a normal effect tone,
where you get average decay, for average job performance growth.
Okay, about the jobs themselves, there is a job performance bar. However,
unlike previous games, this actually has a use. The Performance bar will show
your overall performance since you started the job or since your last
promotion. If it is green, good work, if it is red, you will stand to have
a pay cut or a demotion.
Now, to be promoted by the game automatically, you will need to complete, as
in, all green, the performance bar, and that will get you promoted. Along
the way, you can demand a raise at work, by clicking on your work place and
demanding a raise. This means that you get more money at the end of the day,
nothing else. Raises will replace promotions when you get to the top of the
ladder, giving more incentive to stay in one career, rather than several.
Some changes from previous games. There are no skill limits to promotion,
instead, you will have several items that will affect job performance. The
better it is completed, the faster you gain job performance. For example, when
it says that logic is a factor in your job performance, it means the more
logic points you have, the better. You will have a tutorial in game for this,
so don't fret.
And finally, gone are the chance cards, and in comes the opportunities. You
will have the chance to complete some tasks for work, outside of work, and
you will get a reward for it, a seciton for that later. And back from the Sims
1 is the idea of job transfer. Sometimes, your Sim gets the opportunity to
transfer to other careers. For example, a Lieutenant in the Law Enforcement
Career might get the offer to join the Military, and so forth.
Without further delay, let us start on the new careers.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.02] Business
The Business career takes place in the Corporate Towers, and is your typical
office job. Basically, go to the office, do some work, and go home. This is
one of the best paying jobs for the least amount of skills, given that you
don't need any skills to succeed here. Not even Charisma.
There are 5 Work Tones for this skill.
Hold Meetings - Division Mananger Level or greater. This is where you plan
for meetings, and when you will attend them, which gives you
the opportunity to attend meetings, but slows performance
growth.
Meet Co-Worker - This allows you to meet your co-workers and talk with them,
building up a relationship with your co-workers, and this is
quite important in this career. This is used to meet more
co-workers quickly, not so much relationships.
Chat at Water Cooler - This is where you will build up a relationship with
your co-workers. This is more effective at building
a relationship than the previous tone, but less
effective at taking with them.
Suck Up to Boss - This is where you build up a relationship with the boss,
though redundant from Chief of Board and onwards. This is
a useful way to build a new friendship.
Power Work - Basically, you work a lot harder, and this gains job
performance a hell of a lot faster, however, this will degrade
your mood a lot faster, especially fun.
First, a quick note about meetings. Meetings are important because they are
a factor of promotion. The more meetings you have, the better your job
performance. The best is to have work hours used in meetings. You can hold
meetings whilst at work, so you can make the best of both worlds and get
paid for this. Anyway, lets start on the stats.
Note that the pay is standard. This is the basic pay, this is not taking into
account raises that you may have received from work.
--==Coffee Courier==--
"Nobody ever looks to the Coffee Courier to orchestrate a multi-billion
Simoleon corporate takeover, but that doesn't mean you can't impress the
higher-ups when you're bringing them coffee. Don't forget the cream, sugar,
or a smile!"
Job Level = 1
§ Per Hour = §27 / hour
§ Per Day = §160 / day
Base Weekly Pay = §800 / week
Pension Pay = §40 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss
--==Filing Clerk==--
"Put away the grinds and grab a manila folder. Deals, acquisitions, and stock
grabs are being made left and right and someone has to keep a clean paper
trail. Corporate has put a lot of stock in you ... don't let them down!"
Job Level = 2
§ Per Hour = §35 / hour
§ Per Day = §208 / day
Base Weekly Pay = §1,040 / week
Pension Pay = §50 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss
--==Report Processor==--
"It's hard to act on just a hunch when billions of Simoleons are at stake.
The board wants you to compile the reports and provide detailed analysis ...
by morning - every morning. It's a good time to get close to the boss, so
that when a better position opens up your name is on the short list."
Job Level = 3
§ Per Hour = §46 / hour
§ Per Day = §271 / day
Base Weekly Pay = §1,355 / week
Pension Pay = §70 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss,
Relationship with Co-Workers
--==Corporate Drone==--
"After all this time you've finally been given a desk, four cubicle walls,
and just a little bit of space to personalise your area. Corporate Drones
make the company propel forward akin to oarsmen on an ancient sailing vessel.
Keep rowing towards middle management!"
Job Level = 4
§ Per Hour = §59 / hour
§ Per Day = §353 / day
Base Weekly Pay = §1,765 / week
Pension Pay = §90 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss,
Relationship with Co-Workers
--==Department Head==--
"Halfway up the corporate ladder and the suits up top have provided you a
few underlings. As a Department Head, it's important to stay popular with
the corporate drones, but still keep the boss happy. Nice suit, by the way."
Job Level = 5
§ Per Hour = §76 / hour
§ Per Day = §530 / day
Base Weekly Pay = §2,650 / week
Pension Pay = §130 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 3PM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss,
Relationship with Co-Workers
--==Division Manager==--
"Somebody thinks you're going places, specifically the head of the division.
Sales, marketing, customer service, and manufacturing - all of them fall
under the hefty chain of command that ends with you. It's best to add a
few meetings to you to-do list, as they help an organisation run smoothly
and efficiently."
Job Level = 6
§ Per Hour = §99 / hour
§ Per Day = §689 / day
Base Weekly Pay = §3,445 / week
Pension Pay = §170 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 3PM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss,
Relationship with Co-Workers, Meetings Held
It is at this rank in which you can schedule meetings and hold meetings. You
need to schedule the time and actually attend for it to count. They last about
one and a half hours most of the time.
--==Vice President==--
"Stock options, benefits, accolades, and titles just keep coming! You've hit
the upper rungs of corporate management as a Vice President, but the
competition is stiff to become the next CEO. It's time to secure your place
as a rising star and next in line of succession, so motivate and increase
revenues to generate confidence in your leadership capabilities."
Job Level = 7
§ Per Hour = §128 / hour
§ Per Day = §896 / day
Base Weekly Pay = §4,480 / week
Pension Pay = §220 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 3PM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss,
Relationship with Co-Workers, Meetings Held
--==CEO==--
"The Chief Executive Officer is the most important person in a single
business entity. The world looks pretty good from a corner office on the
top floor, and nobody dares to utter a single work during your long,
inspirational speeches. Enjoy the new office, but don't get too comfy.
There's work to do and you're just the one to do it."
Job Level = 8
§ Per Hour = §239 / hour
§ Per Day = §1,434 / day
Base Weekly Pay = §5,736 / week
Pension Pay = §280 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Relationship with Boss,
Relationship with Co-Workers, Meetings Held
--==Chairman of the Board==--
"Not content with overseeing a single corporate entity, you have found
yourself the newly elected Chairman of the Board. Thousands of stockholders
spanning a few companies look to you for guidance, leadership, and dividends
in the millions. But, you still answer to the stockholders and now is the
time to supercede past milestones with even better corporate performance."
Job Level = 9
§ Per Hour = §287 / hour
§ Per Day = §1,721 / day
Base Weekly Pay = §6,884 / week
Pension Pay = §330 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Snday
Performance Requirements = Mood, Relationship with Co-Workers, Meetings Held
--==Power Broker==--
"Without peer, <Sim> is in charge.
Employees revere you and competitors find you terrifying. Entire corporate
empires rise and fall at your whim, spelling doom for the wrong players, and
financial glory for you and the companies you dominate. The days of the
Power Broker entail long meetings and counting the stacks of Simoleons."
Job Level = 10
§ Per Hour = §316 / hour
§ Per Day = §947 / day
Base Weekly Pay = §2,841 / week
Pension Pay = §400 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 11AM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Thursday
Days Off = Wednesday, Friday, Saturday, Sunday
Performance Requirements = Mood, Relationship with Co-Workers, Meetings Held
The pay may seem exceptionally low, but the real kicker is in the meetings.
They are normally one and a half hours long, you can hold them whenver you
feel like, as if there were meetings all day long, and most importantly, you
get paid for it, 750 Simoleons per meeting, on average, and that is a lot of
money for that amount of time. Though it all depends on when you want to do
the meetings, you don't have to attend, if you don't want to.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.03] Criminal
Ah, the Criminal career, one of the careers that survived the cut. However,
it has undergone a nice overhaul, seeing it is one with exceptionally
powerful perks. For one, seeing as you are a Criminal, you will be exempt
from being robbed. So no criminals will decide to pick on your house for a
quick robbery. Also, whatever the level, your Sim will have the chance to
bring home random items from work, so it is a nice source of side money.
However, what has perks also has disadvantages. You will have a chance to end
up arrested, seeing as you are breaking the law, and you will end up in prison
for a day. At least you can work out for your stay in prison.
There are 7 Work Tones that you can choose from.
Work Hard - This tone, as you can easily assume, means that your Sim works
harder at work, gaining more in terms of job performance but will
take a massive hit on needs decay, especially the Fun meter.
Take It Easy - This is the exact opposite to the one above, this is where your
Sim takes it less seriously, and will gain less job performance
for a lower hit on Fun. This is best used when you already have
a complete performance bar, or nearly there.
Practice Illicit Activities - Requires Level 1+ of Athletic Skill. This is
where you basically practice the athletic skill
at work, and you gain athletic skill points, but
at a slower rate. But at least you get paid.
Meet Accomplices - This is basically talking to your co-workers, the people
who will be assisting you on your raids and criminal
activities. This is necessary to find out who your
co-workers are, but not good at building relationships.
Conspire with Accomplices - This is the opposite to the one above, this is
less effective at meeting your co-workers but it
is better to build a relationship with them.
Do a Side Job - This is a tone where you have the opportunity to earn some
Simoleons on the side. The cash isn't a lot, but it is a nice
way to earn some cash whilst being paid on the job. Not too
bad.
Grovel to Leader - Evil Branch. This is where you go down and kiss your
leader's feet, and grovel for his favour. This is only
necessary in the Evil branch, thieves work by themselves.
And lets get onto the Criminal Career jobs.
--==Decoy==--
"Can you keep a secret? The local crime syndicate is looking for a few good
people to join the ranks. Specifically, somebody is needed who is in good
physical condition, can get along with the rest of the gang, and has no
problem doing things that some might label as "criminal". There's room at
the top for world class thieves and the truly diabolical!"
Job Level = 1
§ Per Hour = §17 / hour
§ Per Day = §100 / day
Base Weekly Pay = §500 / week
Pension Pay = §30 / day
Carpool Arrival = 9AM
Time You Start Work = 10AM
Time You Finish Work = 4PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill
--==Cutpurse==--
"The score gets a little bigger for the Cutpurse, but so do the risks. You'll
need to start working out to improve your chances of getting away if seen
at the scene. After all, it's never quite as easy as taking candy from a
baby."
Job Level = 2
§ Per Hour = §24 / hour
§ Per Day = §140 / day
Base Weekly Pay = §700 / week
Pension Pay = §40 / day
Carpool Arrival = 9AM
Time You Start Work = 10AM
Time You Finish Work = 4PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill
--==Thug==--
"Every crime organisation needs some muscle to lay down the rules and protect
The Organisation's ... investments. The best Thugs are intimidating and
muscular - the strong arm of the Organisation. Don't let nobody stand in your
way."
Job Level = 3
§ Per Hour = §32 / hour
§ Per Day = §190 / day
Base Weekly Pay = §950 / week
Pension Pay = §50 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 3AM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill
--==Getaway Driver==--
"Innocent bystanders, spike strips and rush-hour traffic are no trouble for
you as a professional Getaway Driver. Keep your speeds high and your turns
tight to keep the heat off your tail, and ensure members of The Organisation
get in, and get out, quick!"
Job Level = 4
§ Per Hour = §40 / hour
§ Per Day = §240 / day
Base Weekly Pay = §1,200 / week
Pension Pay = §60 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 3AM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices
--==Bagman/Bagwoman==--
"The Bag Man/Woman is an integral part of the heist, which means bigger
payout and more risk. Your accomplices need to be able to trust you now
that you're on the ground floor. Hold the bag tightly - never, ever, let go!"
Job Level = 5
§ Per Hour = §52 / hour
§ Per Day = §310 / day
Base Weekly Pay = §1,550 / week
Pension Pay = §80 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 3AM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices
--==Con Artist==--
"Whether it's a sleight of hand, a "great investment opportunity", or
falsified papers, the Con Artist has everything the customers need .. or
think they need. Few can truly turn crime into an artistic expression. You
either got it, or you don't."
Job Level = 6
§ Per Hour = §63 / hour
§ Per Day = §375 / day
Base Weekly Pay = §1,875 / week
Pension Pay = §90 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 3AM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices
!BRANCH SPLIT!
At this point, you will need to choose between two possible career paths, you
will want to continue your life of crime through stealing, as a thief? Or do
you prefer, like Stewie, a plan for Evil through World Domination. Now pick,
the Evil branch, or the Thief branch?
EVIL BRANCH
--==Henchman==--
"Don't let the uniform fool you - being a Henchman is serious business. Get
close to The Leader and learn all that he has to offer. Carry out the evil
machinations of those above you, and never question anything."
Job Level = 7
§ Per Hour = §109 / hour
§ Per Day = §650 / day
Base Weekly Pay = §3,250 / week
Pension Pay = §160 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 3AM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Relationship with Boss
--==Evil Sidekick==--
"Sidekickhood comes with many perks, most notably being one step closer to
The Leader and working under a true mastermind - the Super Villain. Take
note, wreak havoc as you see fit, and serve The Organisation as best you
can."
Job Level = 8
§ Per Hour = §142 / hour
§ Per Day = §850 / day
Base Weekly Pay = §3,400 / week
Pension Pay = §170 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 3AM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Logic Skill,
Relationship with Boss
--==Super Villain==--
"Pure evil flows through your Super Villainous dark veins! Innocents fear
the very mention of your name, be it in made-for-TV horror movies, or on
the evening news. Nobody is closer to The Leader than you, nor is anybody
as powerful..."
Job Level = 9
§ Per Hour = §240 / hour
§ Per Day = §1,200 / day
Base Weekly Pay = §4,800 / week
Pension Pay = §230 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 2AM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Logic Skill,
Relationship with Boss
--==Emperor of Evil==--
"Without peer, <Sim> is in charge. What needed to be done was done. Leaders
fall and others step in to take their place, as is inevitable. Within The
Organisation you are known only as The Leader. Outside these walls ... the
Emperor of Evil. The Leader of the Free World may think justice may prevail,
but that time has passed! A new age has dawned!"
Job Level = 10
§ Per Hour = §420 / hour
§ Per Day = §2,100 / day
Base Weekly Pay = §6,300 / week
Pension Pay = §300 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 2AM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday
Days Off = Wednesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Logic Skill
This position has a nice perk as well, you will get the Aura of Evil as well.
Sims that have the Evil trait will get a boost from you, however, Sims with
the Neurotic, Loser and Cowardly will flee from you instead, whilst Sims with
the Good trait and those Law Enforcement will boo at you.
THIEF BRANCH
--==Safecracker==--
"Tick. Tock. Click! You must have the hands of a surgeon and the ears of a
jackal to successfully manipulate the intricate mechanisms of a safe. And
when all else fails, load it up with dynamite! Tick. Tock. Tick ... BOOM!
You now also have access to the Sneak interaction."
Job Level = 7
§ Per Hour = §96 / hour
§ Per Day = §480 / day
Base Weekly Pay = §2,400 / week
Pension Pay = §120 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 2AM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices
This is where you get the action of sneak. You can sneak into people's homes
and take their stuff without them waking up. Basically, you can rob people
without being detected using Sneak.
--==Bank Robber==--
"The time for big pay-outs and leading the heist is upon you. Bank Robbers
need to pick the bank, scope the joint, plan the timing, then get in and
out before the coppers are on to the team."
Job Level = 8
§ Per Hour = §122 / hour
§ Per Day = §610 / day
Base Weekly Pay = §2,440 / week
Pension Pay = §120 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 2AM
Total Length of Day = 5 hours
Work Days = Tuesday, Friday, Saturday, Sunday
Days Off = Monday, Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices
When you reach this level, you will get a piece of art, a very valuable piece
of art, for reaching this level. Use it to decorate your home.
--==Cat Burglar==--
"The take from dozens of bank robberies do not compare to a single Cat Burglar
operation. You'll solo the biggest heists from now onh. There shouldn't be
any security system too impenetrable, lasers too numerous, or guard dogs too
alert. Get in, get out, get rich."
Job Level = 9
§ Per Hour = §225 / hour
§ Per Day = §900 / day
Base Weekly Pay = §3,600 / week
Pension Pay = §180 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 1AM
Total Length of Day = 4 hours
Work Days = Tuesday, Friday, Saturday, Sunday
Days Off = Monday, Wednesday, Thursday
Performance Requirements = Mood, Athleitc Skill, Relationship with Accomplices
--==Master Thief==--
"Without peer, <Sim> is in charge.
The Organisation has profited greatly from your efforts. Every major crime
fighting organisation files you on their most wanted list, but you've left
no trace behind. There is no job that cannot be done on this planet ... or
any other. The Master Thief leaves a permanent mark on The Organisation
that is followed by a long, long line of zeros."
Job Level = 10
§ Per Hour = §525 / hour
§ Per Day = §2,100 / day
Base Weekly Pay = §8,400 / week
Pension Pay = §400 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 1AM
Total Length of Day = 4 hours
Work Days = Tuesday, Friday, Saturday, Sunday
Days Off = Monday, Wednesday, Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Accomplices
At this level, you will receive a nice present, the Fox, a powerful statue
that is exceptionally valuable and most importantly, gives a I Am The Best
moodlet when you view it. This is not taking into account the massive
environmental boost that you will get.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.04] Culinary
One of the new careers introduced in the Sims 2 and survive the cut to make
it into this game. This is the career for those interested in cooking, and
what makes this interesting is that there are two places where you can work
for this job, you can work at the Bistro or you can work at the Diner. This
is not a high paying career, but this makes it one of the most useful support
careers, seeing that cooking is home to many powerful moodlets and the
reward for reaching Level 10 is not to be scoffed at.
There are 6 Work Tones that you can choose from whilst at work.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Take It Easy - Like before, it is the exact opposite to the one above, it is
where your Sim takes it easy, sometimes gaining fun, but at the
cost of which your job performance, which will suffer and
increase at a much slower rate.
Practice Cooking - This is what the tone says, you will practice your cooking
skill whilst at work, gaining cooking skill whilst being
paid for it, and isn't a half bad tone, given that you will
need a high cooking skill to succeed in this career path.
Meet Co-Workers - This tone is used for you to quickly find out who your co-
workers are. This isn't useful for building a relationship,
but useful for figuring out who to talk to out of work.
Hang with Co-Workers - Like the other before it, this is less effective at
finding out who they, your co-workers are, but it is
useful to build up a relationship with them.
Suck Up to Boss - This is needed in this career, because it isn't just skill
alone that takes you ahead, but it is who you know, and
if your boss thinks you are ready or not to progress.
And without further ado, let us get into the 10 jobs, no career branching
in this career. In fact, there are only 3 career pathes with branches, not a
lot.
--==Kitchen Scullion==--
"The life of a Kitchen Scullion is fraught with orders from snooty chefs in
the midst of flame-filled kitchens. A little cooking knowledge, not to
mention a warm attitude in the presence of cold patrons, will do wonders
for you as an aspiring chef."
Job Level = 1
§ Per Hour = §25 / hour
§ Per Day = §148 / day
Base Weekly Pay = §740 / week
Pension Pay = §40 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill
--==Spice Runner==--
"The modern spice trade is here and you are at the helm. A dash of paprika,
organic sea salts, and just the right amount of cayenne can change any
dish for the better ... or worse! It's all about the right spice at the
right time in the life of a Spice Runner."
Job Level = 2
§ Per Hour = §32 / hour
§ Per Day = §190 / day
Base Weekly Pay = §950 / week
Pension Pay = §50 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill
--==Vegetable Slicer==--
"Slicing and dicing the freshest produce with razor sharp cutlery is dire
duty, but someone has to do it. It's time for you to warm up to the boss,
because from here on out it'll take a pinch of schmooze to perfect the
dish that is your career."
Job Level = 3
§ Per Hour = §39 / hour
§ Per Day = §230 / day
Base Weekly Pay = §1,150 / week
Pension Pay = §60 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss
--==Ingredient Taster==--
"Someone clearly respects your taste, which means many arduous mouthfuls
to stomach the role of the Ingredient Taster. Bring the charm along with
the apron, because how co-workers evaluate you will ultimately determine
your role in the restaurant."
Job Level = 4
§ Per Hour = §47 / hour
§ Per Day = §280 / day
Base Weekly Pay = §1,400 / week
Pension Pay = §70 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tursday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
This is the level that you start to get some of the perks. There are a lot
of perks in this job. You will sometimes get a dish to take home, it will be
a group meal. Sure, it may not be of the best quality, but it is a free meal,
so check your inventory carefully. This perk applies from this level onwards,
so you will get free meals from now.
--==Line Cook==--
"Meals are finally being put squarely in your hopefully capable hands. As a
Line Cook, you're tasked with a dish from start to finish, and there's
nobody to blame for bad peas ... but you! The heat of the kitchen has never
been hotter and it's a recipe for disaster if you aren't careful."
Job Level = 5
§ Per Hour = §84 / hour
§ Per Day = §460 / day
Base Weekly Pay = §2,300 / week
Pension Pay = §110 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
--==Pastry Chef==--
"After countless recipes filled with succulent, savoury tastes, it's time
to work from the sweeter side of the kitchen. Delicate, flaky desserts and
scrumptiously sugared breakfast tarts are the order of the day for Pastry
Chefs. Keep rolling the dough to start rolling in the dough!"
Job Level = 6
§ Per Hour = §108 / hour
§ Per Day = §590 / day
Base Weekly Pay = §2,950 / week
Pension Pay = §150 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
At this level, you will get a food processor for your kitchen, it isn't
anything special, it is something you can get from the buy catalog, but
it is something for free, and you can't reject something for nothing, right?
--==Sous Chef==--
"As a Sous Chef, you must step back from the intriguing flavours and tackle
the sour issues of kitchen management. The orders now come from up top and
customers waiting for their meal, so satisfy all, or go home hungry and
empty handed."
Job Level = 7
§ Per Hour = §124 / hour
§ Per Day = §680 / day
Base Weekly Pay = §2,720 / week
Pension Pay = §130 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8:30PM
Total Length of Day = 5.5 hours
Work Days = Tuesday, Friday, Saturday, Sunday
Days Off = Monday, Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
--==Executive Chef==--
"Now that you're an Executive Chef, you must constantly improve the menu, meet
the special requests of special guests, and determine the course of the
restaurant. Some employees might disintegrate like a poorly constructed pie
crust under the pressure, but that's just how the cookie crumbles."
Job Level = 8
§ Per Hour = §150 / hour
§ Per Day = §750 / day
Base Weekly Pay = §3,000 / week
Pension Pay = §150 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8PM
Total Length of Day = 5 hours
Work Days = Tuesday, Friday, Saturday, Sunday
Days Off = Monday, Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
--==Chef de Cuisine==--
"Every restaurant that seeks to succeed must have a vision and food that
deliciously inspires its patrons. The Chef de Cuisine must cultivate these
culinary tendencies and let no Sim or untoward flavour stand in their way!"
Job Level = 9
§ Per Hour = §201 / hour
§ Per Day = §1,005 / day
Base Weekly Pay = §3,015 / week
Pension Pay = §150 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8PM
Total Length of Day = 5 hours
Work Days = Friday, Saturday, Sunday
Days Off = Monday, Tuesday, Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
--==Five-Star Chef==--
"Withour peer, <Sim> is in charge.
As a celebrity Five-Star Chef, you are the face of the restaurant. People
read your books, watch you on TV, and dream of sampling your culinary
masterpieces. There isn't a single spice, flavour, or combination of
sweet and sour that you haven't contemplated and perfected. You are a
master of the kitchen!"
Job Level = 10
§ Per Hour = §350 / hour
§ Per Day = §1,400 / day
Base Weekly Pay = §4,200 / week
Pension Pay = §200 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 7PM
Total Length of Day = 4 hours
Work Days = Friday, Saturday, Sunday
Days Off = Monday, Tuesday, Wednesday, Thursday
Performance Requirements = Mood, Cooking Skill, Relationship with Boss,
Relationship with Co-Workers
This is the final level, and it's time for another perk. This time, you
get a Master Fridge, and this is one hell of a fridge. First of all, you will
get a MinusOne Kelvin Fridge, which will give you a Superior Equipment moodlet
when you walk past it. It will also keep all the food fresh, never decay in
terms of quality, and most importantly, improve the quality of your dishes.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.05] Journalism
This is a new career, a brand new career, and surprisingly, it is a career
that is quite popular, it is more popular and practical than the Slacker
career, lets be honest. Anyway, this is a new career, there are new
requirements. You need good Charisma and more importantly, Writing skills to
succeed in this career, which makes it hard career to succeed in. There isn't
much in terms of money, compared to other careers, but the hours are good
and short. However, you will need to write a lot of reviews and stories about
things around town, more on that when you need to start writing them.
There are again, 6 work tones that you can do in this career path, and to
avoid giving my fingers boneitus, I'm going to do some copying and pasting.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Take It Easy - Like before, it is the exact opposite to the one above, it is
where your Sim takes it easy, sometimes gaining fun, but at the
cost of which your job performance, which will suffer and
increase at a much slower rate.
Practice Writing - This is what the tone says, you will practice your writing
skill whilst at work, gaining writing skill whilst being
paid for it, and isn't a half bad tone, given that you will
need a high writing skill to succeed in this career path.
What is good about this path is that writing has hardly any
skill progression for writing.
Discuss Latest News - This tone is used for you to quickly find out who your
co-workers are. This isn't useful for building a
relationship, but useful for figuring out who to talk to
out of work.
Hang with Co-Workers - Like the other before it, this is less effective at
finding out who they, your co-workers are, but it is
useful to build up a relationship with them.
Suck Up to Boss - This is needed in this career, because it isn't just skill
alone that takes you ahead, but it is who you know, and
if your boss thinks you are ready or not to progress.
--==Paper Boy==--
"Extra! Extra! Let others read all about it. You have no time to sift through
the news section when everyone else is waiting to get their paper. Throw
the papers just right to land them on the customers' doorsteps and the
Editor may be able to find a desk job for you."
Job Level = 1
§ Per Hour = §38 / hour
§ Per Day = §225 / day
Base Weekly Pay = §1,125 / week
Pension Pay = §60 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Writing Skill
--==Automated Spell Checker Checker==--
"In this high-tech world, it's still important to have that Sim touch. As an
Automated Spell Checker Checker, it's up to you to know the ins and outs of
grammar to ensure the computer never gets it wrong. Touch up your writing
skills while you're at it, but try not to be too verbose."
Job Level = 2
§ Per Hour = §44 / hour
§ Per Day = §259 / day
Base Weekly Pay = §1,295 / week
Pension Pay = §70 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Writing Skill
--==Freelance Writer==--
"The Editor doesn't have room on the payroll to give you a permanent position,
but she values your skills as a Freelance Writer. You'll need to bring in
some great scoops to progress, because there's a long line of writers all
competing for the same few inches of the front page."
Job Level = 3
§ Per Hour = §50 / hour
§ Per Day = §298 / day
Base Weekly Pay = §1,490 / week
Pension Pay = §80 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 2PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Stories and Reviews
Now is the part I talk about stories and reviews. Basically, when you go
around town, you can talk to other Sims, go to the Stadium, Theatre or
Restaurant and write stories and reviews on your computer. This is important
because it will become increasing and increasing more important on job
performance.
--==Professional Blogger==--
"This internet thing is really blowing up and the Editor wants you to start
writing for the Online News Group. The Professional Blogger is able to take
advantage of his new web slang, cleverly modified images, and web links to
spread news and opinions to readers worldwide. ROFL."
Job Level = 4
§ Per Hour = §76 / hour
§ Per Day = §301 / day
Base Weekly Pay = §1,505 / week
Pension Pay = §80 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 12PM
Total Length of Day = 4 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Stories and Reviews
--==Anonymous Source Handler==--
"Hot tips are coming off the wire all over town and somebody, namely you,
needs to manage the flow of information. Respect the anonymity of others
and pass along only the best information and you'll do well as an
Anonymous Source Handler. It's a good time to work on your charisma,
because people that like you talk more generously."
Job Level = 5
§ Per Hour = §97 / hour
§ Per Day = §482 / day
Base Weekly Pay = §2,410 / week
Pension Pay = §120 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 1PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Charisma Skill,
Stories and Reviews
--==Investigative Reporter==--
"Papers are flying off the shelves, but that's not enough! You've been tasked
to bring in dirt on anything of interest to the newspaper buying public. Dig
too deep and you may bite off more than you can chew. Not deep enough, and
you're not worthy of your Investigative Reporter badge. It's a fine line,
and you're the one who must walk it."
Job Level = 6
§ Per Hour = §126 / hour
§ Per Day = §627 / day
Base Weekly Pay = §2,508 / week
Pension Pay = §120 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 1PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Charisma Skill,
Stories and Reviews
--==Weather Man==--
"After shedding some light on a few serious issues, the Editor thinks you're
due for a little time in the sun, with a slight chance of rain. Enjoy it,
as the Weather Man is the only job where you can be wrong 100% of the time
and still be valued! Bring the weather report to the masses and you just may
get the nod to do some real news work."
Job Level = 7
§ Per Hour = §151 / hour
§ Per Day = §753 / day
Base Weekly Pay = §3,012 / week
Pension Pay = §150 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 1PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Charisma Skill,
Stories and Reviews
--==Lead Reporter==--
"As the Lead Reporter, you get first pick of the choicest stories in town.
Send your writing minions out to scour for facts, and the fill the paper
with stories that make your Editor smile. You determine what the town
reads, what they know, and what they care about."
Job Level = 8
§ Per Hour = §189 / hour
§ Per Day = §942 / day
Base Weekly Pay = §3,768 / week
Pension Pay = §180 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 1PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Charisma Skill,
Stories and Reviews
--==Editor in Chief==--
"The view of the bustling office looks great from the Editor's chair. It's
never easy juggling placement of the top stories, convincing advertisers
to spring for the full pager, or bringing in the best writing talent, but
that's what the news business is all about."
Job Level = 9
§ Per Hour = §236 / hour
§ Per Day = §1,178 / day
Base Weekly Pay = §4,712 / week
Pension Pay = §230 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 1PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Charisma Skill
Stories and Reviews
--==Star News Anchor==--
"Without peer, <Sim> is in charge.
Tonight's top story is delivered through your pearly whites, and the town
swoons with every word. You're the most trusted person in town, because
you're the Star News Anchor. Bring in the news, tell it like it is, and
always wish everyone a good night."
Job Level = 10
§ Per Hour = §383 / hour
§ Per Day = §1,532 / day
Base Weekly Pay = §6,128 / week
Pension Pay = §300 / day
Carpool Arrival = 7AM
Time You Start Work = 8AM
Time You Finish Work = 12PM
Total Length of Day = 4 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Writing Skill, Charisma Skill
Stories and Reviews
This is where you get one of the most positive perks, you have the ability
to tell an Intriguing News Story to any Sim you want, and this gives a very
nice relationship boost for you and the Sim you are talking to.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.06] Law Enforcement
Law Enforcement is the most venerable career, keeping robbers at bay and
making sure that all the citizens sleep safe at night. The most interesting
thing about this career is the career branch, there are more jobs that you can
get being a police officer, but sorry, no more Captain Hero and no more of
that outrageous suits. The wages are okay, the hours are okay, a nice stable
job. At least you don't get shot.
There are 6 Work Tones that you can use, a little copypasta from myself to
save some work.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Take It Easy - Like before, it is the exact opposite to the one above, it is
where your Sim takes it easy, sometimes gaining fun, but at the
cost of which your job performance, which will suffer and
increase at a much slower rate.
Chat with Partner - You only have one co-worker, so you will basically have a
friend from the force. This is a nice way to boost social
and make friends, by this is necessary for you to succeed
in this career path.
Build Independent Case - This is where you build up an independent case, by
yourself. This is work on the side that can lead to
a small bonus, but it will sacrifice job performance
as a result.
Use Workout Facility - Requires Level 1+ in Athletic Skill. You will build up
your athletic skill at work, and if you are planning to
move into the special agent career.
Suck Up to Boss - This is needed in this career, because it isn't just skill
alone that takes you ahead, but it is who you know, and
if your boss thinks you are ready or not to progress.
--==Snitch==--
"The Snitch isn't the most popular person on the force, but that doesn't mean
it isn't a valued position. Keep your nose clean and head held high, and new,
more interesting paths will open up."
Job Level = 1
§ Per Hour = §40 / hour
§ Per Day = §235 / day
Base Weekly Pay = §1,175 / week
Pension Pay = §60 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill
--==Desk Jockey==--
"Every case comes with a mountain of paperwork, and the Sergeant will need
some fresh coffee. Tend to the files and learn to wield a stapler as a
Desk Jockey, and the Lieutenant may see about getting you a position that
features a little more action."
Job Level = 2
§ Per Hour = §47 / hour
§ Per Day = §278 / day
Base Weekly Pay = §1,390 / week
Pension Pay = §70 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Relationship with Partner
--==Traffic Cop==--
"The streets are packed with traffic jams and accident claims, and you are
the Traffic Cop stuck in the middle of the intersection. Now's when the
real police work starts, so get close to your partner. You'll need someone
who has your back when the screeching tires hit the pavement."
Job Level = 3
§ Per Hour = §55 / hour
§ Per Day = §329 / day
Base Weekly Pay = §1,625 / week
Pension Pay = §80 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Relationship with Partner,
Reports Written
At this level, you will be able to apprehend burglars without any necessary
traits. So you can protect your own home. Also, report writing. For this, you
need to either dig through someone's trash or question them, provided that
you have the necessary relationship level, and then write up a report on the
person on your computer. If you find out that someone works in the Criminal
career, you get a boost in job performance.
--==Patrol Officer==--
"Now that traffic is in check, the Lieutenant wants to see how well you handle
a beat. Patrol Officers need to stick closely to their partner as they
investigate a wide variety of cases. Help clean up the streets and arrest
the crooks that come to your house, and you'll soon earn that stripe."
Job Level = 4
§ Per Hour = §73 / hour
§ Per Day = §389 / day
Base Weekly Pay = §1,945 / week
Pension Pay = §100 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill (Unlisted),
Relationship with Partner, Reports Written
--==Lieutenant==--
"It's back to the office again to take charge of a newly formed criminal
investigation squad. You're the Lieutenant in charge of this case, and as
such will oversee it from start to justice. You'll need to keep morale
high and appease the brass who are, as always, demanding fast results."
Job Level = 5
§ Per Hour = §85 / hour
§ Per Day = §460 / day
Base Weekly Pay = §2,300 / week
Pension Pay = §110 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill (Unlisted),
Relationship with Partner, Reports Written
It is at this level that you will get a free Police Cruiser. You get a free
cop car. Now imagine a criminal taking one of these for a test ride.
!BRANCH SPLIT!
It is here that the branch splits. You can now choose either the Forensics
side of Law Enforcement, the CSI path, or you can choose the Special Agent
approach, which encompasses the FBI, CIA type of missions. The Forensics path
is your normal career, the Special Agent path have shorter hours, but you need
to be on call at all hours.
FORENSICS BRANCH
--==Wiretap Reader==--
"Thanks to modern surveillance technology, you are able to tap in and record
evil doers' conversations. The Wiretap Reader spends long, patient hours with
their partner, using superior logic to analyze the actions of the criminals.
Listen carefully - you never know what might be said!"
Job Level = 6
§ Per Hour = §143 / hour
§ Per Day = §805 / day
Base Weekly Pay = §4,025 / week
Pension Pay = §200 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Reports Written, Relationship with Partner,
Logic Skill
You also get a free laptop for promotion to this level. It is the best
computer in the game, and you get it for free. Enjoy!
--==Crime Scene Technician==--
"Out of the lab and into the field! As a Crime Scene Technician, it's your
responsibility to leave no stone unturned. Every surface must be dusted for
prints, and every hair follicle must be tested. The evidence is directly
in front of you, but only if you know where to look for it."
Job Level = 7
§ Per Hour = §167 / hour
§ Per Day = §950 / day
Base Weekly Pay = §4,750 / week
Pension Pay = §230 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Reports Written, Relationship with Partner,
Logic Skill
--==Sketch Arist==--
"Apparently your eye for evidence and ability to seal the case caught the
attention of someone important. Brust up on your painting, because it's your
job as a Sketch Artist to perfectly detail every pimple, dimple, scar, and
curve of a criminal's face. The witnesses are putting evidence into your
hopefully talented hands!"
Job Level = 8
§ Per Hour = §224 / hour
§ Per Day = §1,121 / day
Base Weekly Pay = §4,484 / week
Pension Pay = §220 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Reports Written, Logic Skill, Painting Skill
--==3D Crime Scene Modeler==--
"The future is upon us, or more accurately, the criminals. Hi-Tech futuristic
technology allows the police to model and detail every crime scene in not
one, not two, but three dimensions. There isn't a jury in the world that
won't be blown away by these gizmos ... assuming you have the talent to pull
it off."
Job Level = 9
§ Per Hour = §264 / hour
§ Per Day = §1,323 / day
Base Weekly Pay = §5,292 / week
Pension Pay = §260 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Reports Written, Logic Skill, Painting Skill
--==Dynamic DNA Profiler==--
"Without peer, <Sim> is in charge.
If there was a criminal at the scene, you can pin them to the crime. You can
even do it if they weren't there! As a Dynamic DNA Profiler, you can find
genes in jeans, chromosomes in the ozone, and samples where no criminal would
think to leave them. You are simply the finest the Forensic Analysis
Department has to offer, and the citizens of the world sleep safely knowing
it."
Job Level = 10
§ Per Hour = §397 / hour
§ Per Day = §1,985 / day
Base Weekly Pay = §7,490 / week
Pension Pay = §380 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Reports Written, Logic Skill, Painting Skill
This is the last level of the Forensic career, and you will now have the
option to Run Forensic Analysis on your computer, which takes time, but earns
you a bit more cash on the side, if you don't have enough money, or need a
quick supply or hit.
SPECIAL AGENT BRANCH
--==Vice Squad==--
"The Most Wanted criminals have a new thing to fear - you, and the jail time
they'll surely face. As a member of an elite squad of agents, you'll really
need to hone your athleticism and sharpen everything you've learned so far.
It's up to you and your team to make "Vice Squad" a feared name for
criminal."
Job Level = 6
§ Per Hour = §138 / hour
§ Per Day = §690 / day
Base Weekly Pay = §2,760 / week
Pension Pay = §140 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Relationship with Partner, Athletic Skill,
Reports Written
--==Undercover Specialist==--
"A few criminal cells have proven to be a tough nut to crack and the brass
needs you to go undercover. Black bag operations aren't always pretty, so
you'll need to be ready for the gritty and trying life of a faux
criminal. Work hard and bring the case to justice!"
Job Level = 7
§ Per Hour = §163 / hour
§ Per Day = §815 / day
Base Weekly Pay = §3,260 / week
Pension Pay = §160 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Relationship with Partner, Athletic Skill,
Reports Written
--==Special Agent==--
"With matters truly in hand at home, you're needed abroad to handle
"situations" for the government. Crime knows no borders, nor does swift
justice. Maintain your peak physical condition, keep your eyes peeled, and
trust nobody but your partner. The stakes have never been higher."
Job Level = 8
§ Per Hour = §193 / hour
§ Per Day = §962 / day
Base Weekly Pay = §3,848 / week
Pension Pay = §190 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Relationship with Partner, Athletic Skill,
Reports Written
This is where you will you get shorter hours, but you need to be ready at
any time to perform some emergency tasks. Just make sure that your mood is
always good.
--==Triple Agent==--
"Triple Agents are solo operatives whose existance is so secretive, even their
boss is on a "need to know" basis. The government will completely disavow any
knowledge of your actions. Your astutely trained mind and perfectly chiseled
physique will be the difference between life and death."
Job Level = 9
§ Per Hour = §284 / hour
§ Per Day = §1,136 / day
Base Weekly Pay = §4,544 / week
Pension Pay = §220 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1PM
Total Length of Day = 4 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Athletic Skill, Reports Written
--==International Super Spy==--
"Without peer, <Sim> is in charge.
As an International Super Spy, you have seen it all, done most of it, and
lived to tell the tale. Criminals throughout the world know not to mess with
you, and the suits and politicans upstairs know to stay out of your way and
let you get the job done. There's no mission too impossible and no caper
too incredible to solve."
Job Level = 10
§ Per Hour = §426 / hour
§ Per Day = §1,704 / day
Base Weekly Pay = §6,816 / week
Pension Pay = §330 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1PM
Total Length of Day = 4 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Athletic Skill, Reports Written
This is where you get two new perks. First is that you will be able to tell an
impressive story to other Sims, sort of like the news story for the Star News
Anchor, and this will help your relationship. The second is that you are able
to raid the Criminal Warehouse.
The chances of success and failure are all dependent on the indicators for
job performance, you need to have a good mood, high logic and athletic skill
as well as some reports done. You will have 3 outcomes. It will be a failure
and your mood will suffer as a result. A good raid will give a small bonus in
terms of Simoleons, whilst a successful raid will net you a LOT of money.
Make sure that you download the patch, because there are reports that after a
raid, the Criminal career is broken as the warehouse is screwed over or
something, I tend not to get too technical.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.07] Medical
This is one of the most demanding careers, in terms of skills, work hours,
and the exceptional amount of work that has to be done outside work hours,
which totals to a hell of a lot. Anyway, the hours are long, the pay isn't
something that you want to live a life of luxury in. The hours are long,
and you have a pager, so you will need to basically be available at ALL
HOURS.
There are 6 work tones that you can have in this career. A little copypasta
but there are some unique tones.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Watch TV in Ready Room - Like before, it is the exact opposite to the one
above, it is where your Sim takes it easy, sometimes
gaining fun, but at the cost of which your job
performance, which will suffer and increase at a much
slower rate.
Chat with Medical Personnel - This is basically finding out who all your
co-workers are and then talking them them to
build up a relationship with them, though it is
not useful in this career.
Do Boss's Paperwork - This is not necessary in this career, but it is good to
replenish that social bar after a long shift as well as
some extra hours work.
Sleep in Ready Room - That ready room is useful, so this work tone will sell
off that job performance to replenish your energy, which
you will need, considering that you are in one career
where a good night's sleep is next to impossible.
Suck Up to Boss - This is not necessary in this career, but it is good to
replenish that social bar after a long shift as well as some
extra hours work.
And onto the jobs. This is a traditional path, it doesn't have any branches,
but some nice perks.
--==Organ Donor==--
"In a profession where the patient always comes first, the Organ Donor is the
epitome of that philosophy. Donating with a smile will go a long way towards
getting you on the other side of the scalpel, so try to make the best of
this dicey situation."
Job Level = 1
§ Per Hour = §22 / hour
§ Per Day = §128 / day
Base Weekly Pay = §640 / week
Pension Pay = §40 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill
--==Bed Pan Cleaner==--
"A hospital full of patients leads to stacks of bed pans that needs to be
cleaned. The only thing worse than smelling bed pans is cleaning them, but
that's no reason to slack. Remember, it's all for the patients!"
Job Level = 2
§ Per Hour = §25 / hour
§ Per Day = §150 / day
Base Weekly Pay = §750 / week
Pension Pay = §40 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill
--==Paramedic==--
"Finally, some hands-on medical care! Paramedics are first on the scene
to provide emergency care, so it's important for you to touch up on
Logical reasoning so that the split-second decisions you make are the
correct ones!"
Job Level = 3
§ Per Hour = §28 / hour
§ Per Day = §190 / day
Base Weekly Pay = §950 / week
Pension Pay = §50 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 4PM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill
--==Medical Intern==--
"Doctor or not, there's a long way to go before you will earn the respect
of peers and the right to use a scalpel on patients. Pay attention to the
other doctors and study the latest medical journals, or else it's back to
the bedpans for you."
Job Level = 4
§ Per Hour = §33 / hour
§ Per Day = §330 / day
Base Weekly Pay = §1,650 / week
Pension Pay = §80 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 7PM
Total Length of Day = 10 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
This is where a lot of things start to change. You will start to use your
pager, so you need to head to the hospital at strange times as your pager
will go off. This will take some more time, and add that to a crushing
shift and you have a need to take care of your mood.
You will also get Medical Journals that you need to read as well. These
will need to be read for to advance in this career, you do need to stay
in touch with the latest medical procedures. Make sure that you keep reading
these journals to keep the rating high.
Finally, the last thing from this level is that you can now give advice
to pregnant women. You can now give them medical advice, and what this does
is that it will lead to the baby getting some desirable traits. So it is
best to use this to your advantage rather than have it against you.
--==Resident==--
"At times it felt like the drudgury of being an intern would never end, but
the title of Resident proves your medical acumen and dedication to saving
lives were appreciated all along. The days of specialised medicine aren't
too far ahead, so enjoy general practice while it lasts."
Job Level = 5
§ Per Hour = §78 / hour
§ Per Day = §700 / day
Base Weekly Pay = §3500 / week
Pension Pay = §170 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 6PM
Total Length of Day = 9 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
At this level, you can now brag to other Sims that you are a Doctor, which
will impress a lot of other Sims. This will help in all relationships, even
more so if you are in a romantic relationship with them.
You can now give Good Medical Advice instead of the normal advice, it will
lead to desirable traits and then you can determine the gender of the
baby.
--==Trauma Surgeon==--
"Patients who've suffered grevious injury come to Trauma Surgeons to save
their lives in the Emergency Room. Seconds count, and the entire
responsibility for failure rests on your hopefully able shoulders.
Thankfully, the entire hospital is here to wipe your brow when needed ...
just not by everyone at once."
Job Level = 6
§ Per Hour = §105 / hour
§ Per Day = §810 / day
Base Weekly Pay = §4,050 / week
Pension Pay = §200 / day
Carpool Arrival = 6PM
Time You Start Work = 7PM
Time You Finish Work = 3AM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
--==Gene Therapist==--
"There are Sims with good genes, bad genes, and in rare cases, none at all,
which is where the Gene Therapist steps in. Gradually, through good
bedside manner and therapeutic measures, the patient will have the best
genes Simoleons can buy. The stakes have been upped now that genes are
out of the bottle."
Job Level = 7
§ Per Hour = §192 / hour
§ Per Day = §960 / day
Base Weekly Pay = §3,840 / week
Pension Pay = §190 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
--==Infectious Disease Researcher==--
"You're an Infectious Disease Researcher, a front-line soldier in the
fight against strange diseases without obvious cures. With entire
populations in danger of Strangetown Syndrome, there's no time to waste.
Take care, Doctor, as you step into harm's way."
Job Level = 8
§ Per Hour = §210 / hour
§ Per Day = §1,050 / day
Base Weekly Pay = §4,200 / week
Pension Pay = §200 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
--==Neurosurgeon==--
"Because only 10% of the brain is utilized, or so the myth says,
everyone severely hopes the Neurosurgeon delicately dabbles around
this important region of the body. One misstep and the hospital incurs
huge losses, namely ... your employment."
Job Level = 9
§ Per Hour = §225 / hour
§ Per Day = §1,800 / day
Base Weekly Pay = §7,200 / week
Pension Pay = §350 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 5PM
Total Length of Day = 8 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
This is where you can give Amazing Medical Advice, which will increase
the chance of you getting beneficial traits for your baby as well as telling
the gender of the baby.
--==World Renowned Surgeon==--
"Without peer, <Sim> is in charge.
There's no such thing as an incurable disease or fatal ailment with a World
Renowned Surgeon in the room. There's no surgery too intense or bill too
small for you, because you're simply the best the world has to offer."
Job Level = 10
§ Per Hour = §480 / hour
§ Per Day = §2,400 / day
Base Weekly Pay = §9,600 / week
Pension Pay = §460 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Logic Skill, Medical Journals Read
Reaching this level will unlock a new work tone, exclusive to this job, and
that is to play golf. This will increase your fun whilst still making in
money, and you don't get penalised in terms of job performance too much for
it.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.08] Military
Sir! Yes Sir! Well, this isn't the military, it is more of the Air Force,
given the jobs that you can do. Don't worry, all this is in peacetime, there
is no situation in which "war was declared". Anyway, this is a job in which
you need to keep a tone body, but the work hours are good and decent pay,
without the need for out of hours work.
There are only 4 tones for this, and this is cause for celebration. Copypasta
for all!
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Goof Off - Like before, it is the exact opposite to the one above, it is where
your Sim takes it easy, sometimes gaining fun, but at the cost of
which your job performance, which will suffer and increase at a
much slower rate.
Hand Out with Fellow Soldiers - This is basically finding out who all your
co-workers are and then talking them them to
build up a relationship with them, though it
is not useful in this career.
Suck Up to Superior - This is necessary in this career, so you need to suck
up to the brass to ensure that your promotion up the
ladder is ensured.
Anyway, lets get down to the trenches to the jobs.
--==Latrine Cleaner==--
"The recruiter might have fudged the truth a bit, because the role of Latrine
Cleaner is not satisfying, or even sanitary. Try to eke out a grin as the
Lieutenant stops by to see your progress, because you might otherwise be
transferred from this mess to something worse."
Job Level = 1
§ Per Hour = §40 / hour
§ Per Day = §280 / day
Base Weekly Pay = §1,120 / week
Pension Pay = §80 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 2PM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Friday
Days Off = Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill
--==Mess Hall Server==--
"Out of the mess and into another! Swap out your biohazard gear and give the
troops their rations. Start hitting the weight bench so that you can flash
out your biceps for your Lieutenant when he comes by for his mush - the
military is always looking for in-shape individuals!"
Job Level = 2
§ Per Hour = §44 / hour
§ Per Day = §350 / day
Base Weekly Pay = §1,400 / week
Pension Pay = §100 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 3PM
Total Length of Day = 8 hours
Work Days = Monday, Tuesday, Wendesday, Friday
Days Off = Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill
--==Grunt==--
"Thanks to your hard work the military has found a new role for you. Head out
to the training fields and give us fifty grunt! We never know when the
General will come by for inspections, so work hard, keep your uniform clean,
and practice your parade drills!"
Job Level = 3
§ Per Hour = §49 / hour
§ Per Day = §385 / day
Base Weekly Pay = §1,540 / week
Pension Pay = §110 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 3PM
Total Length of Day = 8 hours
Work Days = Monday, Tuesday, Wednesday, Friday
Days Off = Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill
--==Squad Leader==--
"As a Squad Leader, you'll start drawing salutes from the underlings. It
also means your superiors expect more out of you and your squad. Train
hard, inspire the troops, and make sure your superiors know your name when
promotion time comes around."
Job Level = 4
§ Per Hour = §94 / hour
§ Per Day = §655 / day
Base Weekly Pay = §1,965 / week
Pension Pay = §150 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 2PM
Total Length of Day = 7 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
At this level, inferior soldiers in the military career will salute you
when you walk by on the street.
--==Flight Officer==--
"Officer status brings new stripes and new responsibilities. The mechanics
down in the hangar will need to know how to handle a wrench, whereas the
brass up to still want you in tip-top shape. You just might be writing
checks your body cash, Flight Officer."
Job Level = 5
§ Per Hour = §108 / hour
§ Per Day = §754 / day
Base Weekly Pay = §2,262 / week
Pension Pay = §170 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 2PM
Total Length of Day = 7 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
--==Wingman==--
"Do your duty and the military will stand by you, but that's easier said
than done. You have a loaner aircraft under your command that no average
Sim can fly, and a superior officer that needs your support. Never, ever,
leave your Wingman."
Job Level = 6
§ Per Hour = §145 / hour
§ Per Day = §868 / day
Base Weekly Pay = §2,604 / week
Pension Pay = §190 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 1PM
Total Length of Day = 6 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
--==Fighter Pilot==--
"The extensive training has paid off and you've been rewarded with a top-of-
the-line jet, your name on its side, and your own Wingman to look after you.
The military life is getting more exciting every day, but with that
excitement comes danger and the unknown. Watch your six up there!"
Job Level = 7
§ Per Hour = §167 / hour
§ Per Day = §999 / day
Base Weekly Pay = §2,997 / week
Pension Pay = §220 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 1PM
Total Length of Day = 6 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
--==Squadron Leader==--
"The entire squadron looks up to you, respects your judgment, and trusts you
to bring them home safely. You've been promoted to Squadron Leader in the
hopes that you'll continue this work, improve efficiency, and turn the men
and women of Alpha Dingo Squadron into the best in the world."
Job Level = 8
§ Per Hour = §192 / hour
§ Per Day = §1,149 / day
Base Weekly Pay = §3,447 / week
Pension Pay = §250 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 1PM
Total Length of Day = 6 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
--==Top Gun==--
"You can execute the Immelman Turn and Barrel roll better than any of the
pilots in the squadron. In fact, there isn't a maneuver you cannot
execute. The brass want to bring you in as a Top Gun instructor to
spread the knowledge, impress the public with demonstrations, and spread
your wings for the good of the people."
Job Level = 9
§ Per Hour = §265 / hour
§ Per Day = §1,322 / day
Base Weekly Pay = §3,966 / week
Pension Pay = §290 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 12PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
At this level, you will be able to impress a member of the public with
showing them your special Top Gun jet. This will greatly boost the
relationship, especially for romantic partners. However, if you are
discovered, you will lose job performance.
Also, at this level, random people will salute you on the street. And
this will give a boost to a starting relationship.
--==Astronaut==--
"Without peer, <Sim> is in charge.
The space race is on and you're the top contender. You're the best, the
brightest, and the only Sim who can lead our great society to the unknown
depths of space. Strap yourself in to the rocket and prepare for 25 Gs of
ripping fun. You're a hero!"
Job Level = 10
§ Per Hour = §334 / hour
§ Per Day = §6000 / day
Base Weekly Pay = §6000 / week
Pension Pay = §430 / day
Carpool Arrival = 6AM
Time You Start Work = 7AM
Time You Finish Work = 1AM, Next Day
Total Length of Day = 18 hours
Work Days = Monday
Days Off = Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday
Performance Requirements = Mood, Athletic Skill, Handiness Skill,
Relationship with Boss
Again, you can show off your rank, but now, you can show off a secret
Spaceship to a member of the public. This is a very useful interaction, it
will give a massive romantic boost to a romantic relationship, but again, if
you are caught, you will lose job performance.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.09] Music
Without music, life would be pretty boring, if you think about it. This is a
new career, though it was included in the Sims 2, in an expansion pack, this
is a larger career, with a branch path at Level 5, which makes a bit more
sense. The pay is low at the beginning, but it is quite high later on, skills
aren't too necessary, and there isn't too much work.
There are 6 work tones, and this will be branching out a little, because their
name would be changed depending on the branch.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Slack Off - Like before, it is the exact opposite to the one above, it is
where your Sim takes it easy, sometimes gaining fun, but at the
cost of which your job performance, which will suffer and increase
at a much slower rate.
Chill Out with Band / Musicians - This is basically finding out who all your
co-workers are and then talking them them to
build up a relationship with them, though it
is not useful in this career.
Meet Band / Orchestra Members - This is the second work tone, however, this is
concentrated on finding out all your band
members. This is useless in the long run, but
useful to find out who to talk to.
Study Music Theory - This is one of the msot important tones, and one of the
most useful tones because it will give you Guitar and
Logic skill points.
Practice Performance - This is useful later on, this is where you practice
for concerts that you will have to give in the Rock
Career path. Practice makes perfect, and more money.
Anyway, lets get down to business. 15 jobs to go.
--==Fan==--
"Before you can create, you must appreciate. The difference between devotee
and Fan are miniscule, but it makes all the difference in the world when
you're later asked to join the band on tour. Work hard and act like you're
having a good time, and you just might get on the tour bus."
Job Level = 1
§ Per Hour = §21 / hour
§ Per Day = §125 / day
Base Weekly Pay = §625 / week
Pension Pay = §30 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Thursday, Friday, Saturday
Days Off = Wednesday, Sunday
Performance Requirements = Mood, Guitar Skill
--==Roadie==--
"The band is going to need their sandwiches and soda as soon as possible.
Don't forget to pick up their laundry, their lucky bandanas, or their
significant others on their way to the show. The band is relying on you
for these "very important" tasks - it's best not to let them down."
Job Level = 2
§ Per Hour = §25 / hour
§ Per Day = §148 / day
Base Weekly Pay = §740 / week
Pension Pay = §40 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Thursday, Friday, Saturday
Days Off = Wednesday, Sunday
Performance Requirements = Mood, Guitar Skill
--==Stagehand==--
"Now that you're on tour as a Stagehand, you'll need to familiarize yourself
with lighting equipment, sound boards, spare guitars, and more importantly,
learn to do the microphone check. You're one step closer to the band, yet
still impossibly far away from the stage."
Job Level = 3
§ Per Hour = §30 / hour
§ Per Day = §175 / day
Base Weekly Pay = §875 / week
Pension Pay = §50 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 10PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Thursday, Friday, Saturday
Days Off = Wednesday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members
--==Band Manager==--
"The band apparently trusts you enough to be the guiding hand behind the
scenes. You'll be instrumental in telling them what gigs to take, where to
make their appearances, and what colours the t-shirts should come in. Make
sure they like you, because even though you're in charge, they still pay
your salary."
Job Level = 4
§ Per Hour = §48 / hour
§ Per Day = §263 / day
Base Weekly Pay = §1,315 / week
Pension Pay = §70 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 9:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Thursday, Friday, Saturday
Days Off = Wednesday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members
--==Music Talent Scout==--
"So, with the band having their typical drama, they need you to scout the
local clubs for new talent. Who knows when they'll need a new drummer, or
bassist, or singer, or pianist, or spouse ... or all of the above. Grab the
guitar and start learning a few chords ... you never know when you'll need
to jump on stage as a replacement."
Job Level = 5
§ Per Hour = §57 / hour
§ Per Day = §311 / day
Base Weekly Pay = §1,244 / week
Pension Pay = §60 / day
Carpool Arrival = 4PM
Time You Start Work = 5PM
Time You Finish Work = 10:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members
!BRANCH SPLIT!
This is where the branch will split into the Rockin Electric Rock path or the
Symphonic Path. Will you want to be a rock god, or do you want to be the
leader of a massive orchestra? It is your choice. So lets do this.
ELECTRIC ROCK BRANCH
--==Lyricist==--
"The band hopes your lyrics will move them from one-hit wonder to rock icons.
The first album wasn't bad, but the label says it's now or never for the band
to hit it big. Keep practicing your music skills and perform plenty of
concerts so the fans can hear your best stuff."
Job Level = 6
§ Per Hour = §97 / hour
§ Per Day = §483 / day
Base Weekly Pay = §1,932 / week
Pension Pay = §100 / day
Carpool Arrival = 5PM
Time You Start Work = 6PM
Time You Finish Work = 11PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wendesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members,
Concerts Performed
This career will start to ask for concerts, and this is done at the Theatre.
Between 12PM and 12AM, and they normally last either 2 hours or 4 hours. The
more that you perform, the better for you. That is all, for now.
--==Backup Vocalist==--
"Hopefully you're a fan of your own lyrics, because you're now going to start
singing them as a Backup Vocalist. The label thinks the band needs some
sweet singing to round out their rough, darker side, so once against the
welfare of the group falls on your hopefully able shoulders ... or should we
say vocal chords?"
Job Level = 7
§ Per Hour = §126 / hour
§ Per Day = §628 / day
Base Weekly Pay = §2,512 / week
Pension Pay = §120 / day
Carpool Arrival = 6PM
Time You Start Work = 7PM
Time You Finish Work = 12AM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members,
Concerts Performed
It is also at this level that you unlock the Wave interaction. There is
nothing very special about this, but all it does is boost mood.
--==Lead Guitarist==--
"You're a genius with a guitar, at least in the eyes of the band and your
fans. Your solos speak to people in ways no lyrics ever could. Aspiring
youth all attempt to learn your solos, and adults gleefully air guitar to
your songs. The Rock n' Roll lifestyle has begun!"
Job Level = 8
§ Per Hour = §182 / hour
§ Per Day = §817 / day
Base Weekly Pay = §2,451 / week
Pension Pay = §160 / day
Carpool Arrival = 7PM
Time You Start Work = 8PM
Time You Finish Work = 12:30AM
Total Length of Day = 4.5 hours
Work Days = Tuesday, Friday, Saturday
Days Off = Monday, Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members,
Concerts Performed
As this level, and from this level on, you will be Worshipped by fans when
they see you on the street, which makes it easier to make friends.
--==Pop Icon==--
"No matter what your detractors might say, you are clearly and without any
doubt, a Pop Icon. Everyone is humming your tunes, and listeners constantly
request them from radio stations. Your music will define this generation and
all that follow, yet it's not even time for the encore."
Job Level = 9
§ Per Hour = §286 / hour
§ Per Day = §1,144 / day
Base Weekly Pay = §3,432 / week
Pension Pay = §200 / day
Carpool Arrival = 8PM
Time You Start Work = 9PM
Time You Finish Work = 1AM
Total Length of Day = 4 hours
Work Days = Tuesday, Friday, Saturday
Days Off = Monday, Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Band Members,
Concerts Performed
--==Rock Star==--
"Without peer, <Sim> is in charge.
The most legendary concerts have your name on the ticket. The chart topping
songs come from you. You're a genius, a rebel, a Rock Star that knows nothing
other than the rock, the roll, and all that comes with it. The record label
hopes you're loving the life, because they're loving you."
Job Level = 10
§ Per Hour = Perform Concerts
§ Per Day = Perform Concerts
Base Weekly Pay = Perform Concerts
Pension Pay = §350 / day
Carpool Arrival = No Work Hours
Time You Start Work = No Work Hours
Time You Finish Work = No Work Hours
Total Length of Day = Depends on amount of Concerts Held
Work Days = Depends on amount of Concerts Held
Days Off = Depends on amount of Concerts Held
Performance Requirements = Mood, Guitar Skill, Concerts Performed
This is a strange job because what determines everything is the amount of
concerts that you perform, since you get the money from that, as well as the
amount of autograph sessions. You can hold them at venues that you deem
necessary, though you might want to pick a well populated area, maybe a
park?
The place where you hold concerts will determine how much money you will
get. You can hold them in the Stadium or the Theatre. The Theatre will have
a shorter concert, but less money. The Stadium will take longer, given the
amount of prep work, but you get double the money. At this point, you will
be rolling in the cash.
SYMPHONIC BRANCH
--==Quartet Member==--
"As a member of a renowned quartet, you have been given the chance to learn
and grow as a musician. Handle the strings with deft fingers, stay within
the quartet member's good graces, and hit all the right notes to progress
in this grand concert of a career."
Job Level = 6
§ Per Hour = §85 / hour
§ Per Day = §467 / day
Base Weekly Pay = §1,868 / week
Pension Pay = §90 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra
--==Orchestra Member==--
"The Conductor noticed your quartet playing at a wedding and thinks you're
better suited to the orchestra. The position implies a greater access to
more wondrous scores and concerts, but also more complex and taxing
performances. It appears your career has begun an exciting crescendo!"
Job Level = 7
§ Per Hour = §111 / hour
§ Per Day = §608 / day
Base Weekly Pay = §2,432 / week
Pension Pay = §120 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra
--==Orchestra Lead==--
"You've fought hard, and finally the glory, the solos, and the section are
yours as First Chair. You are the conductor's right hand, and the one she
most trusts to get the symphony perfect. It's time to combine what you
know of musicianship and logic to prove your grasp of musical theory is
unsurpassed."
Job Level = 8
§ Per Hour = §144 / hour
§ Per Day = §791 / day
Base Weekly Pay = §3,164 / week
Pension Pay = §160 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra,
Logic Skill
At this level, you will get free admission to the Theatre, so you don't have
to pay to enter it. Free perks, here I come!
--==Conductor==--
"There is an entire symphonic orchestra at the tip of your baton, just
waiting for your cue to make musical masterpieces. Crowds silently wait
with bated breath, just hoping to hear a once-of-a-lifetime performance.
Don't let them down, for that baton can be taken away just as easily
as it was given."
Job Level = 9
§ Per Hour = §206 / hour
§ Per Day = §1,029 / day
Base Weekly Pay = §4,116 / week
Pension Pay = §200 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra,
Logic Skill
It is at this point where you can be worshipped by fans when walking down
the street. Great for a relationship boost.
--==Hit Movie Composer==--
"Without peer, <Sim> is in charge.
Having conquered the orchestral stage, the label thinks your skills are
better put to use composing delightful pieces for movies on the silver
screen. As a Hit Movie Composer, your work takes top billing and brings
in piles of Simoleons for the label. Quite the finish, one must say!"
Job Level = 10
§ Per Hour = §361 / hour
§ Per Day = §1,801 / day
Base Weekly Pay = §7,204 / week
Pension Pay = §350 / day
Carpool Arrival = 12PM
Time You Start Work = 1PM
Time You Finish Work = 6PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Guitar Skill, Relationship with Orchestra,
Logic Skill
At this level, you will get a nice Stereo, a very expensive stereo that
you can carry around and listen to. Good music, boost mood, and you can,
like always, develop the Athletic skill with it.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.10] Politics
The Politics career, another career that has survived intact, this is a
career that strives on who you know, not what you know. The more popular you
are, the more likely you are to succeed in this career. This job, as it
progresses, has fewer work outs, but as a result, the pay isn't glamourous,
but you need the money to keep those friends, friends.
There are only 5 work tones for this career, so I hope you enjoy some pasta.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Meet Co-Workers - This tone is used for you to quickly find out who your co-
workers are. This isn't useful for building a relationship,
but useful for figuring out who to talk to out of work.
Chat with Co-Workers - Like the other before it, this is less effective at
finding out who they, your co-workers are, but it is
useful to build up a relationship with them.
Run Errands for Superior - This is needed in this career, because it isn't
just skill alone that takes you ahead, but it is
who you know, and if your boss thinks you are ready
or not to progress.
Suggest New Course of Action - This is a new tone, an executive one, if you
will, but this will sacrifice job performance
and it will lead to new ideas that can increase
job performance and relationships with your
boss and other co-workers.
--==Podium Polisher==--
"There's nothing glorious about being a Podium Polisher. A little wax rubbed
on, a little rubbed off. The podium needs to look good for those who
actually make a difference and their dramatic speeches. But polish well
enough and keep the right attitude, and there may be room within the
organisation for you."
Job Level = 1
§ Per Hour = §24 / hour
§ Per Day = §140 / day
Base Weekly Pay = §700 / week
Pension Pay = §40 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Charisma Skill
--==Ballot Counter==--
"Frequent elections require a steady cadre of reliable Ballot Counters to
keep things honest and precise. You don't work for any particular party or
organisation ... right? Keep your nose clean and do nothing more than count
and report the data. Democracy is counting on you!"
Job Level = 2
§ Per Hour = §31 / hour
§ Per Day = §185 / day
Base Weekly Pay = §925 / week
Pension Pay = §50 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Charisma Skill
--==Campaign Intern==--
"Your dilligence has been noted and you'll work the remainder of this
campaign as an intern. Copies, copies, copies! Post flyers, call potential
donors, fetch coffee, keep the stapler in prime condition, and most
importantly, be charismatic about it. This campaign, or at least the copy
machine, cannot succeed without you!"
Job Level = 3
§ Per Hour = §33 / hour
§ Per Day = §230 / day
Base Weekly Pay = §1,150 / week
Pension Pay = §60 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 4PM
Total Length of Day = 7 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Charisma Skill
--==Yes-Man / Yes Woman==--
"Hopefully you're ready to nod your head in the affirmative, because you've
worked your way into the position of Yes-Man / Yes-Woman. Should the city
vote on Bond 452 C? Yes! Should we elect a new police commissioner? Yes!
How does this tie look? Yes! There's only one answer to give if you want
to stay in your superior's good graces."
Job Level = 4
§ Per Hour = §45 / hour
§ Per Day = §270 / day
Base Weekly Pay = §1,350 / week
Pension Pay = §70 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 3PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Relationship with Boss
--==City Council Member==--
"Politician at last! As the newest City Council Member, you have the
unique position of affecting change on the welfare of the city. Change
takes time though, and re-elections cost money. You'll need to start
working your neighbours, acquaintances, and random individuals for their
campaign donations. Bring your walking shoes, Councilman."
Job Level = 5
§ Per Hour = §68 / hour
§ Per Day = §375 / day
Base Weekly Pay = §1,875 / week
Pension Pay = §90 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Relationship with Boss,
Campaign Funding
Now there is campaign funding. Basically, you can talk to random individuals
on the street, and if they like you enough, you can use the special
interaction to ask for Campaign Donation from them. You can even have
campaign fundraiser parties as well, and the more successful the party is,
the more money you can make from it. The amount of funding is reset at
least new level from now on, so you need to do a lot of legwork to make a
lot of money. This interaction normally is positive. Rich Sims will tend
to give a lot, but Frugal Sims tend to give very little.
And if you want, you can syphon money from your account, it is illegal, and
if you get caught, you will be fired. However, if you are not caught, well,
more money for you.
--==Local Representative==--
"Not satified to see you with your hands solely on the city, your
constituents want to see you at the next level. More territory means more
favour and votes needed to get anything done, and that means more campaign
donations. Keep the cookie jar full, and you get to keep your job."
Job Level = 6
§ Per Hour = §91 / hour
§ Per Day = §500 / day
Base Weekly Pay = §2000 / week
Pension Pay = §100 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Relationship with Boss,
Campaign Funding
At this level, you can give Inspirational Speeches. These speeches will
boost the mood of nearby Sims, so it is useful as it gives a nice
relationship boost as well.
--==Mayor==--
"The legislative branch is all well and good, but the executive branch is
really where the power lies. As the Mayor, you can now dictate terms to the
city council you used to serve, and in the process, enact changes as you
see fit. Rule with a firm fist or gentle touch, but never forget to keep
your constituents happy."
Job Level = 7
§ Per Hour = §130 / hour
§ Per Day = §650 / day
Base Weekly Pay = §2,600 / week
Pension Pay = §130 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Relationship with Boss,
Campaign Funding
--==Governor==--
"You've been pulled up to the regional level for your brillant political
acumen and adept maneuvering. the public claims to love you, but everything
can change instantly with the signing of the wrong piece of legislation.
Pick your battles and be wary of political opponents, as the polls are
really starting to heat up."
Job Level = 8
§ Per Hour = §160 / hour
§ Per Day = §800 / day
Base Weekly Pay = §3,200 / week
Pension Pay = §160 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Wednesday, Thursday, Friday
Days Off = Tuesday, Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Relationship with Boss,
Campaign Funding
--==Vice President==--
"Second in command may not be the end goal, but riding the ticket long
enough just might earn you the coveted top spot. Mere local matters are
beneath you now that economic concerns pile onto your desk. Evil
organisations aren't making matters any better, as the safety and
protection of the citizenry is the prime directive of your boss. The public
watches silently to see if you truly have what it takes."
Job Level = 9
§ Per Hour = §267 / hour
§ Per Day = §1,200 / day
Base Weekly Pay = §3,600 / week
Pension Pay = §180 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1:30PM
Total Length of Day = 4.5 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Relationship with Boss,
Campaign Funding
--==Leader of the Free World==--
"Without peer, <Sim> is in charge.
The world has voted you in as their sworn leader. Defender of truth, justice,
and basic Sim rights, you - the Leader of the Free World - must work for the
people more than ever. Beware the agents of evil, corruption within your
government, and those not willing to serve the people above all else. This
is your change to leave your mark on the world, and it's be a fair shame to
squander it with scandal and shoddy decisions."
Job Level = 10
§ Per Hour = §423 / hour
§ Per Day = §1,900 / day
Base Weekly Pay = §5,700 / week
Pension Pay = §280 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1:30PM
Total Length of Day = 4.5 hours
Work Days = Monday, Wednesday, Friday
Days Off = Tuesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Charisma Skill, Campaign Funding
This is where you get the Aura of Leadership. This is useful because it will
give nearby Sims the celebrity moodlet, because you are the leader of the
free world. Just make sure that you don't make stupid decisions.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.11] Professional Sports
The Athletic career has been renamed to Professional Sports, and again, it is
all about Soccer/Football, depending on where in the world you are. This is a
career, that is quite demanding in terms of hours, and whilst the pay is
poor at the beginning, it is quite high when you get to the higher end of
the career ladder.
There are only 5 work tones for this career. And they are...
Prepare for Game - When you need to start getting ready for the games, you
will want to win. Prepare for games will increase the
chance that you will win the game, which is quite useful.
Meet Teammates - This tone is used for you to quickly find out who your co-
workers are. This isn't useful for building a relationship,
but useful for figuring out who to talk to out of work.
Chat with Teammates - Like the other before it, this is less effective at
finding out who they, your co-workers are, but it is
useful to build up a relationship with them.
Slack Off in Locker Room - No towel whipping please. This is basically the
take it easy option, and for this, you will lower
the rate of job performance gain, but lower fun
decay.
Work Out in Gym - As part of the sporting career, you need to work out to
ensure that you are in shape all the time. This will boost
your Athletic skill, and this is all whilst you are being
paid. How cool is that?
Now, onto the jobs.
--==Rabid Fan==--
"Do you "love" your team? Honest? Can you prove it? There's a big differance
between the rain or shine, win or lose, die hard fans and the fair-weather
jerks that enter the stadium when it's convenient. Grin and bear the losses
with the wins, and the team will take care of you."
Job Level = 1
§ Per Hour = §13 / hour
§ Per Day = §75 / day
Base Weekly Pay = §375 / week
Pension Pay = §30 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Saturday
Days Off = Friday, Sunday
Performance Requirements = Mood, Athletic Skill
--==Snack Hawker==--
"Peanuts! Popcorn! Hot meats! Hopefully your vocal chords can endure a bit
of shouting, because as the Snack Hawker, you'll be circumventing the
stadium to peddle your delicious, often salty, and never healthy consumables
daily."
Job Level = 2
§ Per Hour = §25 / hour
§ Per Day = §150 / day
Base Weekly Pay = §750 / week
Pension Pay = §60 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Saturday
Days Off = Friday, Sunday
Performance Requirements = Mood, Athletic Skill
--==Toddler Sports Coach==--
"The players have unanimously picked you to lead their children to victory on
the little league playing fields as the Toddler Sports Coach. You should
study up on athletics so that you can guide the tiny tots to tip-top physical
efficiency and reduce on-field injuries."
Job Level = 3
§ Per Hour = §33 / hour
§ Per Day = §195 / day
Base Weekly Pay = §975 / week
Pension Pay = §70 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Saturday
Days Off = Friday, Sunday
Performance Requirements = Mood, Athletic Skill
--==Minor Leaguer==--
"The Minor Leaguer are calling, so pack your lucky socks and "never washed"
shorts, and head to the playing field. It's important to keep your
teammates' feelings in mind. Remember, there's no "I" in "team"."
Job Level = 4
§ Per Hour = §43 / hour
§ Per Day = §254 / day
Base Weekly Pay = §1,016 / week
Pension Pay = §80 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 9PM
Total Length of Day = 6 hours
Work Days = Monday, Tuesday, Friday, Saturday
Days Off = Wednesday, Thursday, Sunday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates
--==Rookie==--
"For once, you've shown you're good enough to not be picked dead last. The
rookie year is hard though, especially with the manager tracking statistics
and holding your losses against you. Train hard to win games, or prepare to
pack your bags back to the minor leagues."
Job Level = 5
§ Per Hour = §77 / hour
§ Per Day = §381 / day
Base Weekly Pay = §1,584 / week
Pension Pay = §110 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Game Days = Wednesday, Sunday
Days Off = Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates,
Game Record
This is where the Game Record will come into play. Now, work is effectively
practice, where you practice for your games, which are held on game days for a
few hours. The more you practice, especially with the practice tone at work,
the more likely you are to win, which is useful. This forms the game record,
which tracks your wins and your losses, so make sure that you win, as it gives
the Winner moodlet as well.
And when you play your games, your family can watch, free of charge.
--==Starter==--
"Time well spent on the bench and in practice has earned you a position on
the starting line-up. Listen to the crowd roar as you hit the field! It
sure beats the shouts of the players asking you for fresh towels. Play hard
and your autograph might actually be worth something soon."
Job Level = 6
§ Per Hour = §134 / hour
§ Per Day = §667 / day
Base Weekly Pay = §2,668 / week
Pension Pay = §200 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 8PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Friday, Saturday
Game Days = Wednesday, Sunday
Days Off = Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates,
Game Record
--==Team Captain==--
"It must feel nice now that the crowd is shouting instead of booing when your
name is called over the loud speakers. Loved by fans for your clutch saves
and by the coach for your team leadership, you're really starting to play
towards that hall of fame spot. Just don't start losing and you'll be okay."
Job Level = 7
§ Per Hour = §201 / hour
§ Per Day = §801 / day
Base Weekly Pay = §3,204 / week
Pension Pay = §230 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 7PM
Total Length of Day = 4 hours
Work Days = Monday, Tuesday, Friday, Saturday
Game Days = Wednesday, Sunday
Days Off = Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates,
Game Record
--==League MVP==--
"The votes are in - the league thinks you're the league MVP! Fans adore you
and your fellow players are always to provide a friendly high-five. At this
rate, you might, just maybe, break every record in the books."
Job Level = 8
§ Per Hour = §241 / hour
§ Per Day = §962 / day
Base Weekly Pay = §3,838 / week
Pension Pay = §280 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 7PM
Total Length of Day = 4 hours
Work Days = Monday, Tuesday, Friday, Saturday
Game Days = Wednesday, Sunday
Days Off = Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates,
Game Record
--==Superstar==--
"No longer content with a single sport, you've expanded your resume to include
as many as your busy schedule allows. Few sport stars' careers compare to
yours, but then again, they aren't Superstars. However, more games means more
chances to lose, so don't let the fame get in the way of your practice time."
Job Level = 9
§ Per Hour = §385 / hour
§ Per Day = §1,155 / day
Base Weekly Pay = §4,620 / week
Pension Pay = §330 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Friday, Saturday
Game Days = Wednesday, Sunday
Days Off = Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates,
Game Record
--==Sports Legend==--
"Without peer, <Sim> is in charge. Your on-field exploits and stats are the
envy of every little leaguer, minor leaguer, and MVP that plays any sport.
You're a Sports Legend! Every time you step onto the field thousands of
camera shutters erupt, because every play of yours will make international
headlines. You're at the top of every game that's been created, and even
some that haven't."
Job Level = 10
§ Per Hour = §462 / hour
§ Per Day = §1,386 / day
Base Weekly Pay = §5,544 / week
Pension Pay = §400 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Friday, Saturday
Game Days = Wednesday, Sunday
Days Off = Thursday
Performance Requirements = Mood, Athletic Skill, Relationship with Teammates,
Game Record
By reaching this stage, you can hold Sponsorship Deals and Autograph Sessions.
Sponsorships is where you talk to local businesses and they may sponsor you
and that will net you some money, whilst hold autograph sessions will need
you to book a venue and you need to sign as many autographs as possible, the
more you sign, the more money you make.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[6.12] Science
The final career, this is the last of the 11 careers, full time careers
anyway. This is the Science Career, moderate hours, for a modest income, but
it is the most demanding job in terms of skills, there are three skills that
are necessary to survive in this job. However, given that you are developing
three different skills, you can make money through other means.
There are 6 tones for this career, though several are quite useless in this
career.
Work Hard - Again, this is where your Sim works hard at work, increasing the
rate in which job performance is gained, but it also increases the
rate in which your mood decays, especially Fun.
Relax in Speciman Closet - Like before, it is the exact opposite to the one
above, it is where your Sim takes it easy,
sometimes gaining fun, but at the cost of which
your job performance, which will suffer and
increase at a much slower rate.
Meet Fellow Scientists - This is basically finding out who all your co-workers
are and then talking them them to build up a
relationship with them, though it is not useful in
this career.
Hang Out With Fellow Scientists - Like the other before it, this is less
effective at finding out who they, your
co-workers are, but it is useful to build
up a relationship with them.
Assist Boss with Research - This is not necessary in this career, but it is
good to replenish that social bar after a long
shift as well as some extra hours work.
Do Independent Experiment - This is a new tone, an executive one, if you will,
but this will sacrifice job performance and it
will lead to new ideas that can increase job
performance and relationships with your boss and
other co-workers.
Now, the final set of jobs.
--==Test Subject==--
"It's all for the good of science, at least that's what Test Subjects should
constantly repeat to themselves. A little shock here, a potentially
revolutionary serum there ... it's all in a day's test tube. Try to stay
in good spirits, because a bad mood skews the data."
Job Level = 1
§ Per Hour = §44 / hour
§ Per Day = §240 / day
Base Weekly Pay = §1,200 / week
Pension Pay = §60 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Gardening Skill
At this rate, you will get random collectables, such as seeds and fish in
your inventory, so keep checking your inventory for anything that you can
use.
--==Lab Tech==--
"Your committment to the less than glamourous side of science has garnered
you the position as a Lab Tech. It's time to earn that lab coat and broaden
your horizons. Beware of flammable materials, radioactive mutagens, and
self-aware robotics as you progress deeper into the workings of the
laboratory."
Job Level = 2
§ Per Hour = §53 / hour
§ Per Day = §288 / day
Base Weekly Pay = §1,440 / week
Pension Pay = §70 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Gardening Skill
--==Useless Contraption Manupulator==--
"Not all departments of the science lab are profitable, or productive for
that matter. Nevertheless, for every hundred duds and worthless whiz-bangs
there's a bit that rocks the science community to its beaker encrusted
core. You better improve your skills with a wrench, because you'll be up
to your eyes with useless contraptions."
Job Level = 3
§ Per Hour = §63 / hour
§ Per Day = §346 / day
Base Weekly Pay = §1,730 / week
Pension Pay = §90 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2:30PM
Total Length of Day = 5.5 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill
--==Fertilizer Analyst==--
"You probably don't want to know what that smell is. Fertilizer Analysts need
to be ready for some hands-on time with some stinky stuff, because the best
harvests come from great, horrifically smelly fertilizers. Head outside to
spend time in the garden ... and don't forget to shower afterwards."
Job Level = 4
§ Per Hour = §97 / hour
§ Per Day = §485 / day
Base Weekly Pay = §1,940 / week
Pension Pay = §100 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill
--==Carnivorous Plant Tender==--
"The pursuit of science is not always one of safety. The Carnivorous Plant
Tender is very much in harm's way, but that's no excuse for sloppy data
collection and analysis. Stay on the plants' goods sides, and continue
developing your scientific skills. Hopefully a more appetizing position
will open up ... ideally before you become too appetizing yourself!"
Job Level = 5
§ Per Hour = §117 / hour
§ Per Day = §582 / day
Base Weekly Pay = §2,328 / week
Pension Pay = §120 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill
--==Aquatic Ecosystem Tweaker==--
"No body of water shall be safe from the latex glove of science! Aquatic
Ecosystem Tweakers add and remove fish from various habitats to test
evolutionary traits of fish, survivability, and naturally refresh
ecosystems as needed. Grab your rod and reel and go fishing ... for
great discovery!"
Job Level = 6
§ Per Hour = §140 / hour
§ Per Day = §699 / day
Base Weekly Pay = §2,796 / week
Pension Pay = §140 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 2PM
Total Length of Day = 5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill,
Fishing Skill
--==Genetic Resequencer==--
"It's time to step in line as a Genetic Resequencer. Clients pay top
Simoleon to discover new genes to bottle and sell to customers. It's a
lucrative industry, filled with discovery, intrigue, and fashionable
genes."
Job Level = 7
§ Per Hour = §187 / hour
§ Per Day = §839 / day
Base Weekly Pay = §3,356 / week
Pension Pay = §160 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1:30PM
Total Length of Day = 4.5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill,
Fishing Skill
--==Top Secret Researcher==--
"The government has been closely following your career since your days
as a Test Subject. They want you to head up their new program as a Top
Secret Researcher. It's all very hush-hush, need to know. That sort of
thing. All Simanity will benefit from this research ... or so they claim."
Job Level = 8
§ Per Hour = §224 / hour
§ Per Day = §1,007 / day
Base Weekly Pay = §4,028 / week
Pension Pay = §200 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1:30PM
Total Length of Day = 4.5 hours
Work Days = Monday, Tuesday, Thursday, Friday
Days Off = Wednesday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill,
Fishing Skill
As this level, you will get a special seed that may spawn and grow into the
Flame Fruit, Life Fruit, Money Tree or Omni Plant.
--==Creature-Robot Cross Breeder==--
"The government is happy, and when they're happy it means new toys for
the laboratory. You've been tasked to create a new species, specifically
one that combines the best features of living organisms and ... robots.
Sharks or sea bass, it makes no difference. Just don't forget the lasers."
Job Level = 9
§ Per Hour = §269 / hour
§ Per Day = §1,209 / day
Base Weekly Pay = §3,627 / week
Pension Pay = §180 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1:30PM
Total Length of Day = 4.5 hours
Work Days = Monday, Tuesday, Friday
Days Off = Wednesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill,
Fishing Skill
Also, you get the benefits of the special seed as well, same as Level 8.
--==Mad Scientist==--
"Without peer, <Sim> is in charge.
Nobody really takes you as a sane individual, so the title Mad Scientist
is apt. Tucked into the deepest, most secretive recesses of the laboratory,
you've been tasked to create, destroy, restructure, and innovate as you
see fit. As the laboratory's best, you will define the future course of
science for good ... or evil!"
Job Level = 10
§ Per Hour = §404 / hour
§ Per Day = §1,814 / day
Base Weekly Pay = §5,442 / week
Pension Pay = §260 / day
Carpool Arrival = 8AM
Time You Start Work = 9AM
Time You Finish Work = 1:30PM
Total Length of Day = 4.5 hours
Work Days = Monday, Tuesday, Friday
Days Off = Wednesday, Thursday, Saturday, Sunday
Performance Requirements = Mood, Gardening Skill, Handiness Skill,
Fishing Skill
It is at this level that you can Do Science to It! This is where your Mad
Science can do science to anything, and this is where it will lead to two
different outcomes to that object. Note that this can be to anything.
If it goes to plan, the object will get an environmental boost, the object
will somehow broadcast some music, which is crazy, but it will give a
nice moodlet for it's trouble. It may also be upgraded with a handiness
upgrade, which is also random, and finally, it may give room based
moodlets, like Beautiful Vista.
However, the upgrade can go wrong, it may burn down to the ground, or
electrocute Sims that try to use it. Or it breaks down, broadcast negative
room based moodlets, such as Disgusted, or it could, which is the best
one of the all, disappear.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.01] Overview
Part Time jobs are available to teenagers, which is work after school for
them, or it can be done by adults and elders. For adults, this means that
they forego their full time job. Now you may be wondering, why would they
want to forego a full time job with more money for a part-time job? Well, it
purely to have more time to enjoy life, while surviving on the basic
resources that they have.
Part time jobs are obtained by heading to the relevant building and asking for
a part time job. The work is always for three hours, there are no exceptions,
and there are always three tones, the normal tone, the work hard tone and
the take it easy tone. There are no unique tones.
Promotions are obtained like full time jobs, you maximise the job performance
and you get the promotion. It is like a full job career, but there are only
3 jobs per career, and they are low paying, but low hours.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.02] Bookstore
These jobs are obtained by heading to the Bookstore and asking for the part
time job. This is one of the lowest paying part time jobs.
--==Cash Register Specialist==--
"Stand firm behind the cash register, but make sure every Simoleon is
accounted for! Don't forget to ask if they want a receipt!"
Job Level = 1
§ Per Hour = §30 / hour
§ Per Day = §90 / day
Base Weekly Pay = §450 / week
Pension Pay = §30 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 7PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood
--==Book Genre Sorter==--
"It's important for the How-To's to be properly sorted away from Science
Fiction. You don't want to confuse the customers!"
Job Level = 2
§ Per Hour = §50 / hour
§ Per Day = §150 / day
Base Weekly Pay = §750 / week
Pension Pay = §40 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 7PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood
--==Book Clud Moderator==--
Job Level = 3
§ Per Hour = §80 / hour
§ Per Day = §240 / day
Base Weekly Pay = §1,200 / week
Pension Pay = §60 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 7PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.03] Day Spa - Receptionist
There are two careers for the Day Spa, there is the Receptionist and the
Specialist. They are both as high paying as each other. The days are the
different, the hours are the same. Head to the Day Spa and off you go.
--==Beverage Consultant==--
"Everyone gets thirsty, and spa customers and workers are no exception!
Providing well-made drinks with a smile will help you work your way up the
reception ladder."
Job Level = 1
§ Per Hour = §33 / hour
§ Per Day = §98 / day
Base Weekly Pay = §490 / week
Pension Pay = §30 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Monday, Wednesday, Thursday, Saturday, Sunday
Days Off = Tuesday, Friday
Performance Requirements = Mood
--==Intake Specialist==--
"Put down the coffee pot and pick up that phone! You're the face (and
voice) of the company, so do your best to make the customers feel welcome."
Job Level = 2
§ Per Hour = §55 / hour
§ Per Day = §165 / day
Base Weekly Pay = §825 / week
Pension Pay = §40 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Monday, Wednesday, Thursday, Saturday, Sunday
Days Off = Tuesday, Friday
Performance Requirements = Mood
--==Ringer Up-er==--
"Providing relaxing spa treatments is great, but you can't be a business
if you don't make money. That's where you come in. Work that cash register
and bring in the dough!"
Job Level = 3
§ Per Hour = §88 / hour
§ Per Day = §263 / day
Base Weekly Pay = §1,315 / week
Pension Pay = §70 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Monday, Wednesday, Thursday, Saturday, Sunday
Days Off = Tuesday, Friday
Performance Requirements = Mood
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.04] Day Spa - Specialist
This is the second of the careers, and this is the same as the Receptionist,
but the days are different. Depends which set of days you want.
--==Clothes Folder==--
"Anyone can fold clothes, but can you get clothes to be perfectly
two-dimensional? Attention to detail will get you far - far enough to never
have to fold another shirt again!"
Job Level = 1
§ Per Hour = §33 / hour
§ Per Day = §98 / day
Base Weekly Pay = §490 / week
Pension Pay = §30 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Wednesday, Thursday, Friday, Saturday, Sunday
Days Off = Monday, Tuesday
Performance Requirements = Mood
--==Fitting Room Guard==--
"Shoplifting is bad for the bottom line, and you've got to protect that
line. But you've got to strike a balance between friendliness and suspicion
in order to curtail theft without driving away customers."
Job Level = 2
§ Per Hour = §55 / hour
§ Per Day = §165 / day
Base Weekly Pay = §825 / week
Pension Pay = §40 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Wednesday, Thursday, Friday, Saturday, Sunday
Days Off = Monday, Tuesday
Performance Requirements = Mood
--==Spa Package Seller==--
"Anyone can sell a spa treatment, but selling packages is what seperates
the experts from the rest. Talk up those add-ons and get your clients to
pay more, more, more!"
Job Level = 3
§ Per Hour = §88 / hour
§ Per Day = §263 / day
Base Weekly Pay = §1,315 / week
Pension Pay = §70 / day
Carpool Arrival = 2PM
Time You Start Work = 3PM
Time You Finish Work = 6PM
Total Length of Day = 3 hours
Work Days = Wednesday, Thursday, Friday, Saturday, Sunday
Days Off = Monday, Tuesday
Performance Requirements = Mood
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.05] Grocery Store
Together with the Bookstore, this is the lowest paying job. This is obtained
by going to the grocery store, simple enough. However, it has the best time
to work.
--==Produce Quality Assessor==--
"Fresh and tasty fruit and vegetables must always populate our store shelves.
You are the first and only line of vegetable defence."
Job Level = 1
§ Per Hour = §30 / hour
§ Per Day = §90 / day
Base Weekly Pay = §450 / week
Pension Pay = §30 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 7PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood
--==Blue Light Special Designator==--
"It's important to pick the right blue light special for the right section
for the right time. It's no small task, especially when all of our
shoppers depend on you for their satification!"
Job Level = 2
§ Per Hour = §50 / hour
§ Per Day = §150 / day
Base Weekly Pay = §750 / week
Pension Pay = §40 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 7PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood
--==Shopping Music DJ==--
"The right soundtrack is vital for the store's continued profitability.
Pick the songs that keep people shopping linger and with smiles on
their faces!"
Job Level = 3
§ Per Hour = §80 / hour
§ Per Day = §240 / day
Base Weekly Pay = §1,200 / week
Pension Pay = §60 / day
Carpool Arrival = 3PM
Time You Start Work = 4PM
Time You Finish Work = 7PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Wednesday, Thursday, Friday
Days Off = Saturday, Sunday
Performance Requirements = Mood
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[7.06] Graveyard
The last of the part time jobs, this is the graveyard job, bad hours and bad
schedule on when you need to work, but the pay is decent-er?
--==Burial Specialist==--
"It's a step up from digging ditches, but ... well, no, it's pretty much just
digging ditches."
Job Level = 1
§ Per Hour = §33 / hour
§ Per Day = §98 / day
Base Weekly Pay = §490 / week
Pension Pay = §30 / day
Carpool Arrival = 5PM
Time You Start Work = 6PM
Time You Finish Work = 9PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood
--==Overseer of the Dead==--
"Guardian the mausoleum gates might soudn easy, but sorting the living from
the dead can be hard work!
Job Level = 2
§ Per Hour = §55 / hour
§ Per Day = §165 / day
Base Weekly Pay = §825 / week
Pension Pay = §40 / day
Carpool Arrival = 5PM
Time You Start Work = 6PM
Time You Finish Work = 9PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood
--==Epitaph Writer==--
"Writing epitaphs may be depressing, but at least you get to use your
creativity! Let 'er RIP!"
Job Level = 3
§ Per Hour = §88 / hour
§ Per Day = §263 / day
Base Weekly Pay = §1,315 / week
Pension Pay = §70 / day
Carpool Arrival = 5PM
Time You Start Work = 6PM
Time You Finish Work = 9PM
Total Length of Day = 3 hours
Work Days = Monday, Tuesday, Friday, Saturday, Sunday
Days Off = Wednesday, Thursday
Performance Requirements = Mood
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.01] Cooking
Cooking is quite a large part of the game, food is everything. The source of
moodlet, and it actively forces you to use your ingredients that you can
fish from the sea, harvested from the garden or bought from the Supermarket.
Unlike previous games, where recipes were just obtained through increasing
your cooking, skill, cooking in The Sims 3 is a bit different. Whilst a fair
amount are obtained through level progression, nearly half are obtained
through cookbooks, recipes that you can purchase from the bookstore, which are
one use items, and read to learn the recipe.
When you are going to be cooking food, the best ingredients will give the
best type of food, as well as a high cooking skill. Obviously, a food
processor will do better than simply cutting up the food, and a high quality
grill will do a lot better than a cheap stove.
And if you are confused about the time in which food is served, the little
list will show when the time for food rolls over.
3AM - 10AM = Breakfast
10AM - 5PM = Lunch
5PM - 3AM = Dinner
9AM - 3PM on Weekends = Brunch
Below are all the recipes, what level you can obtain them in, the ingredients
that you will require, and any other details. Below is a template, and how to
read and understand it.
--==Recipe Name==--
Cooking Skill = The level in which you need to be at to cook this dish.
Serving Size = The serving sizes you can serve this dish at, single or group
Base Quality = The lowest quality the dish can be served at minus problems
such as undercooking or burning the dish.
Ingredients Required = These are the ingredients that you will need cook the
dish.
Cost Alternative = This is how much you can pay for a single serving if you
do not have the ingredients on hand to cook the dish.
When to Cook = The times that you can cook the food, such as lunch or dinner.
Cooking Method = This is how the food is cooked, whether it is through the
oven, grill, or no cooking is involved.
Source of Recipe = This is how the recipe is obtained, recipe book or level up
Anyway, let us start with the dishes.
--==Autumn Salad==--
Cooking Skill = 0
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Lettuce
Cost Alternative = §5
When to Cook = Brunch, Lunch, Dinner
Cooking Method = No Cooking Required
Source of Recipe = Already Learnt
This is one of the cheapest recipes that you can cook, so it is convenient
to make this meal. Cheap, and filling.
--==Hot Dog (Tofu Dog)==--
Cooking Skill = 0
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Links
Cost Alternative = §8
When to Cook = Lunch, Dinner
Cooking Method = BBQ Grill
Source of Recipe = Already Learnt
A basic dish using the outdoor Grill is already set for you. Cheap, and you'll
see that a lot of neighbours will do this dish in neighbourhood grills. The
brackets is to denote that it has a vegetarian alternative.
--==Mac and Cheese==--
Cooking Skill = 0
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Cheese
Cost Alternative = §8
When to Cook = Lunch, Dinner
Cooking Method = Stove
Source of Recipe = Already Learnt
This is one of the older recipes, making it start all the way back from the
first game. Still, I say it looks like a pile of vomit anyway. Seriously, look
at it. Doesn't look appetizing.
--==Waffles==--
Cooking Skill = 0
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Egg
Cost Alternative = §11
When to Cook = Breakfast, Brunch
Cooking Method = Oven
Source of Recipe = Already Learnt
Do you like Waffles? Yeah I like Waffles. This is part one of the ad that I'm
going to use. Seriously, Youtube Do you like Waffles. Anyway, you somehow cook
this on the stove and oven, despite a Waffle Iron being far easier, yet not
existant in the game. A simple breakfast dish.
--==Pancakes==--
Cooking Skill = 1
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Any Fruit
Cost Alternative = §6
When to Cook = Breakfast, Brunch
Cooking Method = Stove
Source of Recipe = Level Progression
Do you like pancakes? Yeah we like pancakes! The part two. Anyway, pancakes
are nice and easy, and given that you need any fruit, such as an apple or a
lime, this makes it an easy and filling dish.
--==Peanut Butter and Jelly Sandwiches==--
Cooking Skill = 1
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Any Fruit
Cost Alternative = §6
When to Cook = Brunch, Lunch
Cooking Method = No Cooking Required
Source of Recipe = Level Progression
A classic dish and I guess the any fruit serves at the jam filling. I don't
see fruit being used any other way in this. Apple bread?
--==Ratatouille==--
Cooking Skill = 1
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Tomato
Cost Alternative = §5
When to Cook = Lunch, Dinner
Cooking Method = Stove
Source of Recipe = Recipe Book
No, this isn't a name of a movie, this is a tomato dish. Again, it is a cheap
and filling dish, but quite ordinary.
--==Goopy Carbonara==--
Cooking Skill = 2
Serving Size = Single or Group
Base Quality = Nice
Ingredients Required = Onion
Cost Alternative = §11
When to Cook = Lunch, Dinner
Cooking Method = Stove
Source of Recipe = Level Progression
At least the image of this is less like vomit and a bit more edible. If you
cannot tell, it is a goopy carbonara, a carbonara a little goopy?
--==Grilled Cheese Sandwiches==--
Cooking Skill = 2
Serving Size = Single or Group
Base Quality = Normal
Ingredients Required = Cheese
Cost Alternative = §8
When to Cook = Lunch
Cooking Method = Stove
Source of Recipe = Level Progression
The stove is for the grilled bit. Anyway, the aspiration from The Sims 2 is
back, and kicking more heads in. To be honest, it looks like a grilled PB&J
sandwich.
--==Cookies==--
Cooking Skill = 3
Serving Size = Group
Base Quality = Nice
Ingredients Required = Egg
Cost Alternative = §11
When to Cook = Dessert
Cooking Method = Oven
Source of Recipe = Recipe Book
This is your first cookable dessert, and who doesn't like cookies. It is
more expensive, but bear in mind that it is a group serving.
--==Fish and Chips==--
Cooking Skill = 3
Serving Size = Single or Group
Base Quality = Nice
Ingredients Required = Any Fish
Cost Alternative = §5
When to Cook = Dinner
Cooking Method = Grill
Source of Recipe = Recipe
This is your first fish dish, and I do wonder why they don't require potato
in this dish. It is a quick way to dispose of fish, like goldfish.
--==Fruit Parfait==--
Cooking Skill = 4
Serving Size = Single or Group
Base Quality = Nice
Ingredients Required = Apples and Grapes
Cost Alternative = §12
When to Cook = Breakfast, Brunch
Cooking Method = No Cooking Required
Source of Recipe = Recipe
This is a nice breakfast, one that doesn't involve a slather of butter.
Though it still doesn't look appealing.
--==Spaghetti (With Veggie Sauce)==--
Cooking Skill = 4
Serving Size = Single or Group
Base Quality = Very Nice
Ingredients Required = Tomato
Cost Alternative = §5
When to Cook = Dinner
Cooking Method = Stove
Source of Recipe = Level Progression
A nice dish, and one with a vegetarian alternative. I seriously wonder why we
can't add some cows in this game, and humanely kill the for meat, or send
them off to Cow Heaven, for a lack of a better world. We don't need to see
any killing. Anyway, yeah, Spaghetti. Nice, filling, and cheap.
--==Sushi==--
Cooking Skill = 4
Serving Size = Single or Group
Base Quality = Nice
Ingredients Required = Any Fish
Cost Alternative = §5
When to Cook = Dinner
Cooking Method = No Cooking Required
Source of Recipe = Level Progression
This is another useful dish, given that you need any fish, not a specific
fish. Goldfish sushi sounds quite nice, don't you think?
--==Cheesesteak==--
Cooking Skill = 5
Serving Size = Single or Group
Base Quality = Nice
Ingredients Required = Cheese, Steak
Cost Alternative = §38
When to Cook = Lunch, Dinner
Cooking Method = Grill
Source of Recipe = Recipe Book
This is one of the more expensive dishes, mainly because steak is quite
costly.
--==Stu Surprise==--
Cooking Skill = 5
Serving Size = Single or Group
Base Quality = Nice
Ingredients Required = Any Two Ingredients
Cost Alternative = §10
When to Cook = Dinner
Cooking Method = Stove
Source of Recipe = Level Progression
This is a very useful dish to create if you want, mainly because you can use
any two ingredients, any, could be two fish, two vegetables, anything that is
considered food will do.
--==Cobbler==--
Cooking Skill = 6
Serving Size = Group
Base Quality = Very Nice
Ingredients Required = Any Fruit, Egg
Cost Alternative = §17
When to Cook = Dessert
Cooking Method = Oven
Source of Recipe = Recipe Book
This is a good way to dispose of fruit and make a very nice dessert as a
result.
--==Hamburger (Veggie Burger)==--
Cooking Skill = 6
Serving Size = Single or Group
Base Quality = Very Nice
Ingredients Required = Onion, Patty
Cost Alternative = §35
When to Cook = Lunch, Dinner
Cooking Method = Grill
Source of Recipe = Level Progression
The final in terms of vegetarian alternatives to meat, surprisingly, there
isn't too much in terms of meat dish in this game.
--==Eggs Machiavellian==--
Cooking Skill = 7
Serving Size = Single or Group
Base Quality = Very Nice
Ingredients Required = Egg, Watermelon
Cost Alternative = §25
When to Cook = Breakfast, Brunch
Cooking Method = Stove
Source of Recipe = Recipe Book
This is the best in terms of recipe that you can cook normally, Ambrosia
doesn't count, that's cheating. From this point on, the recipes start to
get more and more expensive.
--==Key Lime Pie==--
Cooking Skill = 7
Serving Size = Group
Base Quality = Very Nice
Ingredients Required = Egg, Lime
Cost Alternative = §25
When to Cook = Dessert
Cooking Method = Oven
Source of Recipe = Level Progression
This is the best normal dessert that you can cook, there is a very better
dessert, but again, it is quite hard to obtain normally.
--==Grilled Salmon==--
Cooking Skill = 8
Serving Size = Single or Group
Base Quality = Very Nice
Ingredients Required = Garlic, Potato, Salmon
Cost Alternative = §48
When to Cook = Dinner
Cooking Method = Grill
Source of Recipe = Level Progression
This is a nice dish, and it shares equal first for the best grilled dish
that you can make.
--==Tri-Tip Steak==--
Cooking Skill = 8
Serving Size = Single or Group
Base Quality = Very Nice
Ingredients Required = Any Vegetable, Potato, Steak
Cost Alternative = §46
When to Cook = Dinner
Cooking Method = Grill
Source of Recipe = Recipe Book
This is the equal first best grilled dish, through it is the cheaper of
the two. Who doesn't want a steak anyway?
--==Dim Sum==--
Cooking Skill = 9
Serving Size = Single or Group
Base Quality = Great
Ingredients Required = Any Three Fish
Cost Alternative = §15
When to Cook = Brunch, Lunch
Cooking Method = Stove
Source of Recipe = Level Progression
Who doesn't want to eat goldfish dumplings? Anyway, this is a quick way
to dispose of fish that you don't want to sell for chump change but remove
the cheap fish in the fridge.
--==French Toast==--
Cooking Skill = 9
Serving Size = Single or Group
Base Quality = Great
Ingredients Required = 2 Apples, Eggs
Cost Alternative = §23
When to Cook = Breakfast, Brunch
Cooking Method = Oven
Source of Recipe = Level Progression
So maybe Eggs Machiavellian isn't the best of the meals for breakfast. Oh,
the final part of the ad. Do you like French Toast? Yeah we like French
Toast!
--==Stuffed Turkey==--
Cooking Skill = 9
Serving Size = Group
Base Quality = Great
Ingredients Required = Any Two Vegatables, Roast
Cost Alternative = §40
When to Cook = Dinner
Cooking Method = Oven
Source of Recipe = Recipe Book
Who doesn't want to eat a nice turkey. Again, this is the only main dish that
can only be served as a group meal, and not a single meal. Seriously, have you
tried roasting a turkey for one? And no tofurkey jokes either.
--==Ambrosia==--
Cooking Skill = 10
Serving Size = Single
Base Quality = Perfect
Ingredients Required = Deathfish, Lifefruit
Cost Alternative = Cannot be Bought
When to Cook = Breakfast, Brunch, Lunch, Dinner
Cooking Method = Stove
Source of Recipe = Recipe Book
This is a very interesting dish. After eating it, you will instantly restore
the hunger bar to full, it will give a Divine Meal Moodlet lasting 7 days and
it will reset the Sims age back all the way to the start of the age group. And
when these are eaten by ghosts, you will have them revived at the point in
time at which they died.
--==Baked Angel Food Cake==--
Cooking Skill = 10
Serving Size = Dessert
Base Quality = Great
Ingredients Required = Two Eggs, Flame Fruit
Cost Alternative = Cannot be Bought
When to Cook = Dessert
Cooking Method = Oven
Source of Recipe = Recipe Book
This is a very powerful dessert, but it cannot be bought, due to Flame Fruit.
When it is eaten, it will give the Warm Fuzzies moodlet for 5 hours. Keep
some in the fridge.
--==Lobster Thermidor==--
Cooking Skill = 10
Serving Size = Single or Group
Base Quality = Great
Ingredients Required = Bell Pepper, Garlic, Lobster
Cost Alternative = §66
When to Cook = Dinner
Cooking Method = Oven
Source of Recipe = Skill Progression
The best dinner recipe that you can make, this is the same as the Lobster
Thermidor that you can create in the second game as well.
And that wraps up cooking.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.02] Fishing
Fishing is quite a big part of this game, there is a fair amount of fish
that you can collect. This is a skill that can be helped by the bookstore, you
can read books to help you on bait and books that can help your fishing
skill overall.
Now, bait. Basically, bait is where you will attach something to your fishing
hook, and it will attract more fish overall. However, it will attract the
type of fish that likes the bait most more than others. So you are more likely
to catch your wanted fish by using the specific bait.
When you go to fish, a fish you catch can be used as a trophy of some sort.
For a small fee of §70, you can mount your fish to hang on the wall. Or you
can purchase a fish bowl and let your fish live.
Next, there are two types of water you can fish in, freshwater and saltwater.
Saltwater, as you can guess, is salty water, and that means that these types
of fish are found in the ocean. Freshwater is mainly for fish found in rivers
and ponds. Simple enough.
Finally, your own pond. Think of this as your own private fishing reserve. You
can stock a pond with a certain fish by having 10 or more of that type of fish
in your inventory. If you want goldfish in a certain pond, have 10 goldfish in
your inventory and stock it. Once you stock it, that fish will be able to be
caught in that pond infinitely. Personally, I'd keep it as a private reserve.
There is no limit on what pond can be used, and what fish, so that means that
if you have 10 Deathfish, a Deathfish pond. Also, this pond will allow you to
catch that fish any time of the day, again, another good thing for Deathfish.
Besides catching fish, you can also catch some other things, normally found
in an old box. This will give you rare seeds (Flame Fruit, Life Fruit, Death
Flower, Omni Plant, Money Tree), Birthday Cakes, Mood Candles, Laptops,
Bubble Bath, Guitars, Rubber Ducks and sometimes, the Mysterious Mr. Gnome.
Now, onto the fish. Below is the template that I will use for fish section
of the guide.
--==Name of Fish==--
Fishing Level = The minimum level required for you to be able to catch this
fish
Habitat = What type of water you will find the fish in.
Rarity = How rare or uncommon the fish is to find, which denotes the odds of
catching it, the rarer, the more unlikely you are to catch it.
Bait = The preferred bait of the fish, using this will more likely than not
hook you the fish you are looking for.
Weight = How much the fish weighs in kilograms. Though this has no real use
besides determining the value of the fish. The heavier, the better.
Value = The value of the fish, the lowest to highest possible price.
--==Anchovy==--
Fishing Level = 0
Habitat = Salt Water / Ocean
Rarity = Common
Preferred Bait = Tomato
Weight = 0.1kg to 0.5kg
Value = §5 to §11
--==Minnow==--
Fishing Level = 0
Habitat = Fresh Water / Ponds & Rivers
Rarity = Common
Preferred Bait = Apple
Weight = 0.1kg to 0.5kg
Value = §5 to §11
--==Alley Catfish==--
Fishing Level = 1
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Uncommon
Preferred Bait = Cheese
Weight = 0.1kg to 5kg
Value = §6 to §20
--==Goldfish==--
Fishing Level = 1
Habitat = Fresh Water / Ponds & Rivers
Rarity = Common
Preferred Bait = Lettuce
Weight = 0.1kg to 2kg
Value = §6 to §16
--==Jellyfish==--
Fishing Level = 2
Habitat = Salt Water / Oceans
Rarity = Common
Preferred Bait = Grapes
Weight = 0.1kg to 10kg
Value = §8 to §19
--==Rainbow Trout==--
Fishing Level = 2
Habitat = Fresh Water / Ponds & Rivers
Rarity = Common
Preferred Bait = Egg
Weight = 1kg to 10kg
Value = §9 to §18
--==Red Herring==--
Fishing Level = 3
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Common
Preferred Bait = Links
Weight = 1kg to 10kg
Value = §5 to §5
--==Tuna==--
Fishing Level = 3
Habitat = Salt Water / Ocean
Rarity = Common
Preferred Bait = Onion
Weight = 2kg to 40kg
Value = §11 to §25
--==Siamese Catfish==--
Fishing Level = 4
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Common
Preferred Bait = Bell Pepper
Weight = 5kg to 40kg
Value = §13 to §32
--==Tragic Clownfish==--
Fishing Level = 4
Habitat = Salt Water / Ocean
Rarity = Uncommon
Preferred Bait = Watermelon
Weight = 5kg to 15kg
Value = §14 to §30
--==Blowfish==--
Fishing Level = 5
Habitat = Salt Water / Ocean
Rarity = Uncommon
Preferred Bait = Potato
Weight = 5kg to 40kg
Value = §13 to §47
--==Piranha==--
Fishing Level = 5
Habitat = Fresh Water / Ponds & Rivers
Rarity = Uncommon
Preferred Bait = Minnow
Weight = 3kg to 25kg
Value = §14 to §41
--==Black Goldfish==--
Fishing Level = 6
Habitat = Fresh Water / Ponds & Rivers
Rarity = Common
Preferred Bait = Goldfish
Weight = 5kg to 25kg
Value = §5 to §25
--==Salmon==--
Fishing Level = 6
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Common
Preferred Bait = Lime
Weight = 10kg to 50kg
Value = §14 to §45
--==Shark==--
Fishing Level = 7
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Uncommon
Preferred Bait = Red Herring
Weight = 1kg to 150kg
Value = §7 to §70
--==Swordfish==--
Fishing Level = 7
Habitat = Salt Water / Ocean
Rarity = Common
Preferred Bait = Anchovy
Weight = 20kg to 60kg
Value = §20 to §60
--==Angelfish==--
Fishing Level = 8
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Uncommon
Preferred Bait = Alley Catfish
Weight = 2kg to 60kg
Value = §21 to §85
--==Vampire Fish==--
Fishing Level = 8
Habitat = Fresh Water / Ponds & Rivers
Rarity = Rare
Preferred Bait = Garlic
Weight = 25kg to 80kg
Value = §55 to §225
--==Robot Fish==--
Fishing Level = 9
Habitat = Science Facility Pond / River
Rarity = Rare
Preferred Bait = Piranha
Weight = 250kg to 1,250kg
Value = §50 to §350
--==Lobster==--
Fishing Level = 9
Habitat = Fresh & Salt Water / Ocean, Ponds & Rivers
Rarity = Common
Preferred Bait = Tuna
Weight = 5kg to 50kg
Value = §25 to §120
--==Deathfish==--
Fishing Level = 10
Habitat = Graveyard Pond / River, Between 12AM to 5AM
Rarity = Very Rare
Preferred Bait = Angelfish
Weight = 20kg to 80kg
Value = §200 to §1,000
Deathfish is notoriously hard to catch, so having the Love the Outdoors and
Angler trait will be exceptionally handy, as well as the Commercial Fisherman
challenge. If you manage to catch it, well done. Now try to catch 10 and
stock them in a pond just for deathfish. Why is it so valued? Because it is
exceptionally high value, and it is used in Ambrosia.
What is interesting is that you sometimes will get boxes. Inside is what is
interesting, what will you get? Below is the probability of finding what item
inside the box, though the odds of getting a box depends on your fishing
hole.
Birthday Cake = 16%
Bubble Bath = 16%
Death Flower = 3%
Flame Fruit = 3%
Guitar = 10%
Laptop = 3%
Money Tree Seed = 5%
Mood-Lite Candle = 16%
Mysterious Mr. Gnome = 6%
Rubber Ducky = 20%
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.03] Gardening
Gardening is a large skill as well, larger than fishing, mainly because there
is a lot to grow. Plants are precious little things, they will need constant
watering, tending to weeds, harvesting, so pretty much constant maintenance.
This skill is improved greatly by the Green Thumb, Love the Outdoors and the
Super Green Thumb traits.
There are a fair amount of plants that you can grow, and I'll list them
below. There is also more than just gardening than tending to plants and
harvesting them.
Everyday, you will need to water the plants. The plants will seem to need
water, tending and harvesting at 5AM - 6AM daily, so if you have nothing to
do just before work, check up on the plants, harvest them and tend to them.
The best thing is that you now have a sprinkler to do the watering for you.
A little tinkering can let you do less work by watering the plants for you
when they need watering.
Now, what is the point of gardening? Well, it will grow some fruit and
vegetables that are necessary in cooking, and once you get to the very end
of the gardening skill, you can plant the omni-plant, which will turn into
anything that you want it to.
How do you start gardening? Simple, you need a seed or a product that can be
planted, like an apple or a bell pepper, and then you plant it, it is rather
simple. When you plant it, you have to constantly water it, tend it and take
care of the weeds when it requires that, and harvest it when the produce is
ready.
There are grades for plants, but they are similar to the grading for food
and fish. There is normal, nice, very nice, great, excellent, outstanding
and perfect. The higher the grade, the more it is worth.
Lets start by looking at the plants below. Again, the template will be
explained.
--==Plant Name==--
Rarity = How rare the plant is to find
Skill Level = This is the skill level that your Sim will need to plant this
plant. Note it is gardening skill.
Base Value = The price it will fetch for a normal quality plant.
Perfect Value = This is the amount of § you get for a perfect plant.
Produce per Harvest = Amount of produce that you get per harvest.
Maximum Harvest = Amount that you can harvest until the plant is barren.
Chance of Weeds = The chance that weeds will infect your plant.
Anyway, let us start with the plants. But for this section, this ain't all.
--==Apple Tree==--
Rarity = Common
Skill Level = 0
Base Value = §4
Perfect Value = §16
Produce per Harvest = 3-5
Maximum Harvest = 40
Chance of Weeds = 10%
As a side note, when a pregnant Sim eats an apple, the chance of the baby
being a male increases.
--==Grape Vine==--
Rarity = Common
Skill Level = 0
Base Value = §4
Perfect Value = §16
Produce per Harvest = 2-4
Maximum Harvest = 15
Chance of Weeds = 20%
--==Lettuce Plant==--
Rarity = Common
Skill Level = 0
Base Value = §3
Perfect Value = §12
Produce per Harvest = 1-3
Maximum Harvest = 15
Chance of Weeds = 20%
--==Tomato Plant==--
Rarity = Common
Skill Level = 0
Base Value = §3
Perfect Value = §12
Produce per Harvest = 2-4
Maximum Harvest = 20
Chance of Weeds = 20%
--==Lime Tree==--
Rarity = Uncommon
Skill Level = 5
Base Value = §9
Perfect Value = §36
Produce per Harvest = 3-5
Maximum Harvest = 40
Chance of Weeds = 25%
--==Onion Plant==--
Rarity = Uncommon
Skill Level = 5
Base Value = §7
Perfect Value = §28
Produce per Harvest = 1-3
Maximum Harvest = 25
Chance of Weeds = 5%
--==Potato Plant==--
Rarity = Uncommon
Skill Level = 5
Base Value = §7
Perfect Value = §28
Produce per Harvest = 1-3
Maximum Harvest = 15
Chance of Weeds = 5%
--==Watermelon Vine==--
Rarity = Uncommon
Skill Level = 5
Base Value = §9
Perfect Value = §36
Produce per Harvest = 1-2
Maximum Harvest = 10
Chance of Weeds = 25%
Like the Apple, this has an effect on a pregnant Sim, however, it will
increase the chance of a girl being born.
--==Bell Pepper Plant==--
Rarity = Rare
Skill Level = 7
Base Value = §12
Perfect Value = §48
Produce per Harvest = 2-4
Maximum Harvest = 15
Chance of Weeds = 20%
--==Garlic Plant==--
Rarity = Rare
Skill Level = 7
Base Value = §15
Perfect Value = §60
Produce per Harvest = 3-5
Maximum Harvest = 30
Chance of Weeds = 10%
This will give your Sim Garlic Breath Moodlet if the Sim eats this raw. So
it isn't a good idea to do so.
--==Death Flower Plant==--
Rarity = Special
Skill Level = 7
Base Value = Not Sellable
Perfect Value = Not Sellable
Produce per Harvest = 2
Maximum Harvest = 2
Chance of Weeds = 2.5%
This plant is special for a reason. It will only produce a single flower,
unless you have the Green Thumb trait. This is special because when the Grim
Reaper comes to visit your Sim, if they have this in their inventory, their
lives will be spared for the cost of this plant. Think of it as a life
insurance policy.
--==Flame Fruit Bush==--
Rarity = Special
Skill Level = 7
Base Value = §18
Perfect Value = §72
Produce per Harvest = 1-3
Maximum Harvest = 20
Chance of Weeds = 5%
This plant is special because it provides a moodlet, of being warmed, when
it is held in your inventory. It is also used in the Baked Angel Food Cake
recipe.
--==Life Plant==--
Rarity = Special
Skill Level = 7
Base Value = §25
Perfect Value = §100
Produce per Harvest = 1-3
Maximum Harvest = 12
Chance of Weeds = 25%
This plant is special because when you consume the Life Fruit, it will reduce
the age of your Sim by a single day. And when they start stacking up, this
starts to count.
--==Money Tree==--
Rarity = Special
Skill Level = 7
Base Value = §100-200
Perfect Value = §700-800
Produce per Harvest = 2-5
Maximum Harvest = 10000
Chance of Weeds = 25%
This is special because it will give you money bags, but you cannot plant it
for more trees. However, make sure that you keep good care of this plant, if
you neglect it, it will burst into flames and create bills that you have to
pay.
--==Cheese Plant==--
Rarity = Special
Skill Level = 8
Base Value = §5
Perfect Value = §20
Produce per Harvest = 2-5
Maximum Harvest = 15
Chance of Weeds = 25%
This plant is special because you need to complete an opportunity for you to
be able to plant regular cheese that you can purchase from the store into this
plant, which will grow cheese, that you can improve quality on.
--==Eggplant==--
Rarity = Special
Skill Level = 8
Base Value = §7
Perfect Value = §28
Produce per Harvest = 2-5
Maximum Harvest = 15
Chance of Weeds = 25%
This doesn't create normal eggplants, but it is a plant that will give you
eggs that you can harvest. This is again obtained through the same opportunity
that you will get the Cheese Plant from.
--==Burger Patty Plant==--
Rarity = Special
Skill Level = 9
Base Value = §16
Perfect Value = §64
Produce per Harvest = 2-5
Maximum Harvest = 15
Chance of Weeds = 25%
This is obtained through the opportunity that will proceed you reaching level
9 in the gardening skill. This will let you plant a burger patty and a steak
into a plant, and harvest those.
--==Steak Plant==--
Rarity = Special
Skill Level = 9
Base Value = §20
Perfect Value = §80
Produce per Harvest = 2-5
Maximum Harvest = 15
Chance of Weeds = 25%
Again, same as above, this is where you can plant a steak and you can
harvest a steak from the plant.
--==Omni-Plant==--
Rarity = Special
Skill Level = 10
Base Value = §Varies
Perfect Value = §Varies
Produce per Harvest = 2-5
Maximum Harvest = 25
Chance of Weeds = 15%
This is a very special plant that is obtained through opportunities and from
that point, you can order them via mail. This plant will produce what you
submit it as fertilizer, you can feed it anything as a fertilizer, and it
will grow it for you. However, there are some things you cannot feed it, you
cannot feed Death Flowers, seeds, one-use books.
For example, you can fertilize the plant with books, and it will produce
books for you to sell. Interesting. Have fun with it.
How, for the amount of money that you can sell it for. Note that whenever
you sell a harvestable at the supermarket, you will get a 10% premium on it,
so you get 10% more.
Now, for a price guide, the amount of the base value that you get based on
the quality of the value. Use the base value of the plant, and you can
determine the base value of the plant based on quality.
Normal = 100%
Nice = 110%
Very Nice = 150%
Great = 200%
Excellent = 250%
Outstanding = 300%
Perfect = 400%
Now, onto fertilizer. Fertilizer is used to enhance the quality of the
plant, which will, in turn, increase the quality of the harvest. There
are three things to look out for, grade, time and the name of the
fertilizer. Grade is how much it will improve the plant, time will show
how long the plant will be fertilized for from that fertilizer, and the
name is the name of the fertilizer.
Below is a list of all the fertilizer that you can use. I'll list them
by grade, which means that the best fertilizers are at the top, the worst
are at the bottom.
Grade = 25
Lifefruit = Lasts 6 Days
Angelfish = Lasts 4 Days
Vampirefish = Lasts 3 Days
Grade = 20
Shark = Lasts 4 Days
Lobster = Lasts 3 Days
Grade = 15
Garlic = Lasts 6 Days
Steak = Lasts 4 Days
Bell Pepper = Lasts 4 Days
Blowfish = Lasts 4 Days
Piranha = Lasts 4 Days
Flame Fruit = Lasts 4 Days
Tragic Clownfish = Lasts 4 Days
Siamese Catfish = Lasts 4 Days
Red Herring = Lasts 4 Days
Grade = 12.5
Black Goldfish = Lasts 3 Days
Salmon = Lasts 3 Days
Swordfish = Lasts 3 Days
Grade = 10
Watermelon = Lasts 5 Days
Jellyfish = Lasts 4 Days
Minnow = Lasts 4 Days
Tuna = Lasts 3 Days
Grade = 7.5
Rainbow Trout = Lasts 3 Days
Grade = 5
Lime = Lasts 6 Days
Onion = Lasts 6 Days
Potato = Lasts 5 Days
Burger Patty = Lasts 4 Days
Apple = Lasts 4 Days
Cheese = Lasts 4 Days
Tomato = Lasts 4 Days
Egg = Lasts 4 Days
Lettuce = Lasts 4 Days
Alley Catfish = Lasts 3 Days
Grapes = Lasts 3 Days
Goldfish = Lasts 3 Days
Anchovy = Lasts 3 Days
Instant Death of Plant
Deathfish = Lasts 4 Days
The type of fertilizer, as in quality, will also effect how long the
fertilizer will last. Great, Excellent and Outstanding fertilizer will last
for an extra day, whilst Perfect Fertilizer will last for an extra 2 days.
The quality will also determine how effective the grade is. Below is a
list of the quality of the fertilizer and how effective it is. 1 will be
considered normal, whilst 2 will mean that the fertilizer is twice as
effective.
Normal = 1 times as effective as Normal Fertilizer
Nice = 1.1 times as effective as Normal Fertilizer
Very Nice = 1.2 times as effective as Normal Fertilizer
Great = 1.4 times as effective as Normal Fertilizer
Excellent = 1.6 times as effective as Normal Fertilizer
Outstanding = 1.8 times as effective as Normal Fertilizer
Perfect = 2 times as effective as Normal Fertilizer
And that will wrap up gardening.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.04] Guitar
The guitar skill doesn't require too much in terms of indepth, but rather,
it is the list of compositions that a person will want to look for. There are
23 known compositions right now, below is a list of all the compositions.
The special ones are outlines with how to obtain them, the rest are through
level progression.
A Love Since Forgotten
A Perfect Moment - Sheet Music
Ballad Of The Runner - Master Track
Dream Escape - Sheet Music
Flamenco Fever - Sheet Music
If I Had Two Hearts
If You Mean It
Improvise Here And Now - Sheet Music
It Ends Now
I Won't, If You Will
Kaitlin's Song - Challenge Reward - Master Track
Keep It Up
Keep On Raining
Meet Me Downtown
My Porch, Anytime
One More Dance?
One Night On Powell
Pa Fights The Bear
Rails for Miles
So Epic It Hurts - Challenge Reward - Master Track
The Southern Lady
Two Steps At A Time
Yes Ma'Am, I Do - Sheet Music
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.05] Handiness
Handiness is a skill that is quite useful if you want to make sure that your
items around the household give more of a boost. Basically, it is toying
around with items to make them more useful.
This is a skill that, when improved, will allow you more access to newer
upgrades, and whilst they do cost a fair bit, and increase your household
bills somewhat, but they are exceptionally useful. Why wouldn't you want to
have more channels that you want on the TV?
Anyway, note that each item can only have one upgrade at a time, so you cannot
have more than that. However, there is another side to upgrading. Sure, you
will get a good benefit, but there is a risk that your upgrade can fail and
as such, cause some adverse effects.
Now, below are the upgrades. Again, a template will be used to talk about
them, so follow the template, understand it, and that will help you understand
everything that I bother to type.
--==Upgrade Time==--
Objects Upgraded = These are the objects that can be fitted with this upgrade
Level Required = This is the level at Handiness you need to be at to apply
this upgrade.
Difficulty = This will be how hard it will be to upgrade the object, which
means the more difficult it is, the more time it will take.
Effect = What this will do to the object, once upgraded
Failure = This is what happens if you fail to upgrade the item.
And let us begin on zee upgrades.
--==Auto Light==--
Objects Upgraded = Gas Fireplace
Level Required = 7
Difficulty = 3 Wrenches
Effect = The gas fire will automatically turn on when you enter
the room.
Failure = May cause a fire to break out, setting the fireplace on
fire.
--==Auto Water==--
Objects Upgraded = Sprinkler
Level Required = 4
Difficulty = 1 Wrench
Effect = This will set the sprinkler to automatically water your
plants when they are thirsty, or need water.
Failure = May cause a bit of watering when it backfires.
--==Boost Channels==--
Objects Upgraded = Television
Level Required = 7+ (More Unlocked along the way, until Level 10)
Difficulty = 5 Wrenches
Effect = This will give you more TV channels that you can view on
your television, which is always good.
Failure = You might get electrocuted, which isn't nice.
--==Change Fire Colour==--
Objects Upgraded = Cheap Fireplaces
Level Required = 7
Difficulty = 5 Wrenches
Effect = This is where you can change the colour that a fire burns,
simply by choosing what colour you want.
Failure = Might set the fireplace on fire, and that isn't nice.
--==Custom Doorbell==--
Objects Upgraded = Door / Doorbell
Level Required = 3
Difficulty = 1 Wrench
Effect = This changes the doorbell sound to something more to your
liking.
Failure = It will cause a sound that is rather unpleasant to hear.
--==Faster Cooking==--
Objects Upgraded = Microwave
Level Required = 6
Difficulty = 3 Wrenches
Effect = This will cause you to have food cooked in the microwave
be cooked a lot faster than before.
Failure = Might get electrocuted as a result.
--==Fireproof==--
Objects Upgraded = Fireplace, Stove
Level Required = 4
Difficulty = 2 Wrenches
Effect = This will make it so that when you use the fireplace or
the stove, it will never set on fire, which is useful.
Failure = Well, what could go wrong is that it catches fire and
burns up your Sim.
--==Improve Crushing==--
Objects Upgraded = Trash Compactor
Level Required = 6
Difficulty = 3 Wrenches
Effect = This will increase the amount of trash you can shove into
the trash compactor
Failure = Might crush a little too much and give a nasty zap.
--==Improve Graphics==--
Objects Upgraded = Computer
Level Required = 8
Difficulty = 4 Wrenches
Effect = Well, it makes your time playing on the computer that much
more enjoyable. I mean, no one likes playing Crysis on low
resolutions, but clear up the image, and it's a whole new
ball game.
Failure = Might give yourself a bit of a nasty zap.
--==Improve Meal Quality==--
Objects Upgraded = Stove
Level Required = 6
Difficulty = 3 Wrenches
Effect = This will improve the meal quality of the dishes that you
cook on this stove.
Failure = Actually, there is no failure here. For once.
--==Improve Memory==--
Objects Upgraded = Food Replicator
Level Required = 10
Difficulty = 5 Wrenches
Effect = This will improve the memory of the replicator, making them
less likely to stuff up, and you get much better and
consistant meals.
Failure = Might stuff up and cause a little malfunction.
--==Improve Speakers==--
Objects Upgraded = Stereo
Level Required = 3
Difficulty = 1 Wrench
Effect = This will boost the Enjoying Music moodlet when you are
using the speakers by a nice 10 mood points.
Failure = Might suffer a nasty zap if you stuff up.
--==Perfect Teleportation==--
Objects Upgraded = Teleporter
Level Required = 6
Difficulty = 3 Wrenches
Effect = This will increase the chances the teleporter not to
stuff up, making it teleport you somewhere nearly
perfectly.
Failure = Might stuff up and give you a nasty shock.
--==Self-Cleaning==--
Objects Upgraded = Bathtubs, Showers, Sinks, Stove, Toilet
Level Required = 3
Difficulty = 1 Wrench
Effect = This will make it such that those items will never have
to be cleaned again, it will clean itself.
Failure = None, though it might cause some repairing
--==Silent Running==--
Objects Upgraded = Cheap Dishwasher
Level Required = 3
Difficulty = 1 Wrench
Effect = This will make the dishwasher silent, it will stop making
noise when operating, making it quiet.
Failure = Might give you a nasty zap. Electric attacks are super
effective against water type animals.
--==Unbreakable==--
Objects Upgraded = All electronics, All plumbing, Teleporter, Dishwasher,
Trash Compactor
Level Required = 8
Difficulty = 4 Wrenches
Effect = This will make that item unbreakable, so it will never
have to be repaired ever again.
Failure = Might result in breaking the item instead.
--==Wire House with Steakers==--
Objects Upgraded = Stereo
Level Required = 8
Difficulty = 4 Wrenches
Effect = This will effectively make the stereo blast music
throughout the house, giving the moodlet throughout the
house, but when it randomly turns on, it will wake the
whole house up.
Failure = Might result in a zap cannon.
A nice benefit of tinkering with objects is that when you tinker with them,
you will have the possibility to accidently give it an upgrade, even those
beyond your level. However, by doing this, it is time hungry, and too random
for something like this.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[8.06] Writing
Below is a list of all the writing that you can do in the game, and when you
look at it, it is an extremely big list, and they have a fair amount of
pre-requisites. Below is a list of all the genres that you can write, the
money that you can expect from writing them, and some other notes.
Now, for the template that you can follow.
--==Genre==--
Requirements = What you need to possess in order to write
Average Length = The average amount of pages that you need to write to
complete the book.
Expected Royalties = The Simoleon rating by the game.
Average Royalties = The average amount for the published book. This is the
amount you will get, on average, more or less.
Royalty / Page = This is the average royalties over the average length.
Trait Boost = This is where the trait boost, where some traits will give a
boost to writing or monetary boost to writing in this genre.
And here we start with the genres.
--==Article==--
Requirements = Journalist, Career Level 3
Average Length = 79 Pages
Expected Royalties = §
Average Royalties = §218
Royalties per Page = §2.76
Trait Boost = None
--==Auto-Biography==--
Requirements = 3 Biography Books Written
Average Length = 163 Pages
Expected Royalties = §§§
Average Royalties = §813
Royalties per Page = §2.03
Trait Boost = Charismatic, Unlucky, Daredevil, Insane, Kleptomaniac
--==Biography==--
Requirements = Skill Opportunity
Average Length = 163 Pages
Expected Royalties = §§§
Average Royalties = §813
Royalties per Page = §2.03
Trait Boost = Charismatic, Unlucky, Daredevil, Insane, Kleptomaniac
--==Children's==--
Requirements = Writing Skill, Level 3, Painting Skill, Level 4
Average Length = 105 Pages
Expected Royalties = §
Average Royalties = §450
Royalties per Page = §4.29
Trait Boost = Artistic, Childish, Family Oriented
--==Drama==--
Requirements = Writing Skill, Level 3
Average Length = 305 Pages
Expected Royalties = §§
Average Royalties = §858
Royalties per Page = §2.81
Trait Boost = Commitment Issues
--==Fantasy==--
Requirements = 3 Sci-Fi Books Written
Average Length = 440 Pages
Expected Royalties = §§§
Average Royalties = §1,650
Royalties per Page = §3.75
Trait Boost = None
--==Fiction==--
Requirements = Available from Start
Average Length = 90 Pages
Expected Royalties = §
Average Royalties = §137
Royalties per Page = §1.53
Trait Boost = None
--==Historical==--
Requirements = Writing Skill, Level 6, Elder Age
Average Length = 505 Pages
Expected Royalties = §§§
Average Royalties = §1,625
Royalties per Page = §3.25
Trait Boost = Perfectionist
--==Humour==--
Requirements = Writing Skill, Level 5, OR Writing Skill, Level 3, with
Good Sense of Humour
Average Length = 345 Pages
Expected Royalties = §§
Average Royalties = §1,388
Royalties per Page = §4.02
Trait Boost = Good Sense of Humour, Inappropriate, Mean Spirited
--==Life Story==--
Requirements = Opportunity at Level 10 Jobs for Careers
Average Length = 400 Pages
Expected Royalties = §§§
Average Royalties = §2,000
Royalties per Page = §5.00
Trait Boost = None
--==Masterpiece==--
Requirements = 25 Written Books
Average Length = 2000 Pages
Expected Royalties = §§§§§
Average Royalties = §14,625
Royalties per Page = §7.31
Trait Boost = None
--==Mystery==--
Requirements = Writing Skill, Level 8
Average Length = 510 Pages
Expected Royalties = §§§
Average Royalties = §1,633
Royalties per Page = §3.26
Trait Boost = Genius
--==Non-Fiction==--
Requirements = Available at Start
Average Length = 90 Pages
Expected Royalties = §
Average Royalties = §137
Royalties per Page = §1.53
Trait Boost = None
--==Political Memoir==--
Requirements = Political Career Opportunity / Life Story for Politics
Average Length = 400 Pages
Expected Royalties = §§§
Average Royalties = §2,000
Royalties per Page = §5.00
Trait Boost = None
--==Romance==--
Requirements = Writing Skill, Level 10 OR Writing Skill, Level 6 for
those with Hopeless Romantics
Average Length = 675 Pages
Expected Royalties = §§§§
Average Royalties = §3,725
Royalties per Page = §5.52
Trait Boost = Hopeless Romantic
--==Satire==--
Requirements = 3 Humour Books Written
Average Length = 350 Pages
Expected Royalties = §§§
Average Royalties = §1,900
Royalties per Page = §5.43
Trait Boost = Grumpy, Hot-Headed, Over-Emotional
--==Science-Fiction==--
Requirements = Writing Skill, Level 1, OR Available from Start for
those with Computer Whiz
Average Length = 150 Pages
Expected Royalties = §
Average Royalties = §325
Royalties per Page = §2.17
Trait Boost = Computer Whiz, Genius
--==Trashy==--
Requirements = Writing Skill, Level 2, OR Available from Start for
those with Inappropriate Trait
Average Length = 190 Pages
Expected Royalties = §
Average Royalties = §395
Royalties per Page = §2.08
Trait Boost = None
--==Vaudeville==--
Requirements = 2 Written Drama, Humour, Romance, Sci-Fi Novels
Average Length = 1250 Pages
Expected Royalties = §§§§
Average Royalties = §8,050
Royalties per Page = §6.44
Trait Boost = Bookworm
And that wraps up all the genres. Everything else has been completed in the
skill section of the guide.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[9.01] Education
Education is a tad different from the Sims 2 to the Sims 3. No longer is there
a difference in schools, they all go to the same school. All children and
teenagers have to go to school, well, if they don't, they get bad grades, and
that will haunt them for life though the trait system.
All children have to attend school between the hours of 9AM and 3PM, whilst
teenagers get to leave an hour early, so they will be in school for the hours
of 9AM and 2PM. School days are obviously Monday to Friday.
Basically, school acts like a normal career job, you will have grades that is
the same as job performance, and there are school tones that you can do, the
attitude that you can partake in school will effect what will happen whilst
your kids are at school. There are 7 tones that you can pick at school, and
here they are.
Normal Effort - Well, this is the basic tone, your kids will put in some
effort, but not too much, and they will get decent grades,
but this is the default and average tone.
Work Hard - This is the hard work option, obviously, it means that your fun
bar will take a massive hit, you will double the decay rate of the
fun bar, but it will also double the rate in which your grades
will improve. Of course, this will, more often than not, lead to
the stressed out moodlet.
Slack Off - This is the opposite to the work hard moodlet. This will lead to
some improvement in the fun bar, so you get entertained at school,
but your grades will not increase a lot, so don't do this if you
want high grades.
Meet New Friends - This is an interesting tone, this will have you meet more
people in school, and if you meet a friend via this tone,
you will get a bonus to your friendship and heighten the
chances of bringing a friend home after school that day.
Talk to Friends - This is one where you talk to your existing friends,
establishing a stronger relationship with them. This will
maintain your friendship, and it also increases that you
will be invited to your friend's house or invite your
friends back to your place at the end of the day.
Sleep in Class - This is an interesting one, where if you turn up to school
sleepy, you get this tone to play with, or it will happen
automatically if you get the Exhausted tone. Basically, you
will sleep in class, but while you are increasing your
energy bar, if you get caught sleeping in class, you will
be sent to detention.
Work Late on Homework - If you go to school without completing on all your
homework, you will try to finish it at school
instead, and whilst you won't get caught, you won't
receive higher grades as a result.
What is the wrap up on basic schooling, the bits and pieces are next.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[9.02] Bits and Pieces
Homework is one of the key things that revolves around education. Every day
after your Sims complete school, they will get a homework book in their
inventory. They are to complete it everyday, and if they do, they will get
a boost to their grades. However, you can try to complete it at school if
you have it incomplete.
Like any other task that your Sims do, there will be a progress bar that
will appear when they are doing their homework, and once it is complete, it
will be full and it is done. Having a higher logic skill will speed things
up, whilst asking someone else for their assistance, such as an adult, will
speed things up as well.
Of course, you can do it the easy way a cheat off another classmate, but
this has its own problems, if you get caught cheating, that is, the teacher
actually checks the work, you will be sent straight to detention for
cheating.
The problem with homework is that if you do not do any of the homework that
the game sets, you will suffer a performance drop the next day. If you do a
bit of the homework, your grades will stay the same, but completing it will
give a significant boost to your grades. So yeah, kids, do your damn
homework if you want good grades.
Now, onto the grades themselves. What is the big deal about them? Basically,
there are several grades, pretty much your standard A, B, C, D and F. Grades
are a general reflection of your Sims performance at school, and it is
actually important when they grow into a new age group. When a child turns
into a teenager and from teenager to young adult, they will get a new
trait. Grades play an important role in that they will influence the chance
of a good or bad trait. A & B will lead to a good trait, C is more or less
50/50 whilst D & F tend to give negative traits.
Another thing that grades will give are moodlets. If a student achieves an
A grade for 3 days straight, they will get the Honour Roll moodlet that lasts
a whole day, and for every A continiously after that, they get another
Honour Roll moodlet. However, if you get an F grade, you will get a Failing
moodlet, so really, you don't want to fail.
Next order of business, it is Detention. Basically, if you get caught sleeping
in class or you have been caught cheating on your homework, you will be sent
to detention, which takes place after school. So basically, you are stuck at
school for 2 to 3 hours more than if you avoided detention. There is no
benefit for being in detention, you will not be able to attend work, do any
work, improve your grades, nothing. And it gives you a Detention moodlet as
well. Ain't that nice?
Finally, friends. You will, at the end of the day, have the chance to invite
friends over to your place or you can visit your friends at their houses.
Of course, this takes place after school, and you have total control if you
want your kids to visit their friends. Although the tone will determine the
chances, another factor is the distance between houses, the closer your
friends are, the more likely they are to invite you over.
And that about wraps up education for now.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.01] General Overview
The Sims 3 only has a default life span, you can adjust how long your Sims
can live for. They normally live for about 90 days, though you can adjust
it to 25, 50, 190 or 970 day life spans, or you can just disable aging
altogether though the Game Options tab. This is important, seeing as you
don't need the aging cheat anymore.
However, given that the age stages are set on a default, here is how long each
life stage will last for.
Baby - 2 Days
Toddler - 7 Days
Child - 7 Days
Teenager - 14 Days
Young Adult - 21 Days
Adult - 21 Days
Elder - At Least 16 Days
Like in the last game, when you approach the stage in which your Sims will
advance to the next stage level, you will get a warning. Now, unlike the last
game, there is a relatively important reason why age transitions is more
important.
Basically, when you transgress from toddler to child, child to teen and teen
to adult, you will be getting a new trait, and this is important. What you
do in those age groups will determine what trait you will get, do a good job
and you can select the trait, do a bad job and you end up with a bad trait for
life.
Age advancement takes place at 7PM on the given day that they are to move into
the next age group. However, you can purchase a birthday cake and have the
growing up Sim to blow out the candles, however, when you want them to
progress is completely up to you.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.02] Babies
Babies are the first of the life stages. This is when the baby is first born,
they will be in this stage for 2 days, and for these 2 days, you will pretty
much get no sleep, because these Sims are extremely high maintenance. For
the parents, they will get leave off work to look after their kid, but those
2 days are going to be hellish.
Babies only have 4 needs, they will have the Energy, Hygiene, Hunger and the
Social bar. However, if you think it is easy to maintain these bars, you are
dead wrong.
Energy is a bar that will deplete extremely quickly. They need a lot of sleep
because their decay is exceptionally quick, and they also do not have a
regular cycle, they do not sleep in the night, wake during the day, they will
sleep when their enengy bar is low or when they are in a crib. And when you
start to sleep, you can bet your bottom dollar that they will start crying and
you better get out of bed to look after them.
Hunger is another bar that will need maintenance. Babies will only drink out
of bottles, and that is the only thing that they will consume, they will not
be able to eat the food that you normally eat. This means that you need to
prepare some bottles for them.
Hygiene is a bar that you can take care of relatively easily, they will do
their business in their pants, or rather, diapers, and all you need to do is
to change their diapers, which is relatively simple. That should refresh their
hygiene bar.
And the Social bar, well, it is all about playing with the baby and
interacting with it, so it isn't anything new.
What is of note that for now and until they are teenagers, you need to make
sure that you take care of your kids, otherwise, the social worker will come
along and take them away from you, and send them to the Flanders.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.03] Toddlers
Toddlers are a little easier to handle than your average baby, and you need
to deal with them for a total of 7 days. There are several differences
compared to babies.
First, they do not require as much sleep, but they do require a fair bit more
sleep than their child counterparts, so that is a minor annoyance. Hunger
is about the same, you can feed them with a bottle, or you can cook food for
the toddler, puree it in the food processor, and then feed it.
Hygiene is roughly the same whilst they will have a Fun bar, so you will need
to entertain them.
There are three important events that you need to note when you are taking
care of toddlers. To have the ability to select a trait for towards the next
life stage of child, you will need to potty train your kids. This is important
because once you train your kids to use the toilet, you no longer need to
worry about changing their diapers, rather, you need to make sure that you
clean their little potty.
The next thing is that you need to teach them to walk. This takes a fair
amount of time, and once they are able to walk, they will crawl from place to
place, rather than relying on an adult to drag them around. And finally, you
need to teach your toddler to talk. The later 2 are trainable when you click
on the toddler, the potty train option requires you to make them use a toilet.
There are 2 methods to train a toddler faster. First is to have an elder Sim
to teach them, they will teach the toddlers faster, and it relieves the
pressure from Mummy and Daddy as well, and given the high demands of the
child, it is a good idea. Also, the next method is to have them in a good
mood, kids in a good mood learn faster. Also applies to real life, kids in a
good mood learn faster, kids in a bad mood don't, they are just more likely
to toss things at your head.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.04] Child
At the stage of child, your Sims get very independent, they are able to do
most things by themselves, except enter a relationship and cook for
themselves, rather, they would just go and eat some snacks out of the
fridge.
However, at this stage, they will start school, and all the details for that
is mentioned above. It is also at this stage that children will also start
to learn some skills, which will help them in their later life.
It is also at this point in time that they get a curfew, they will have to
be home by a certain time, or the police will pick them up and deliver them
back to your home if you break the curfew. Talk about all work and no play.
However, kids automatically go home, so don't worry too much about them.
However, again, after 7 days, they will transgress to a new age group, and
for the ability to select a trait that you want, you will need a grade of A
at school, which isn't all that hard to obtain. For more about how grades
work, there is a relevant education section.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.05] Teenager
Teen is where things get interesting. They can learn all the skills at this
stage of the game, and they also have the ability to get involved into
romantic relationships, but the Court of SimCity does not permit them to
get involved into something like a marriage.
For them, school is still the same, yet they get an earlymark of 1 hour
compared to their younger counterparts, so they finish at 2PM. They will
also have the ability to take a part time job, which is quite useful for the
cash.
School is quite important, it is here that you make friends for life, as well
as develop good grades, which is important for selecting the fifth trait in
your Sim's life. And because they can have a job, they will need to balance
both school, work, and their life in a single juggle.
It is also at this stage where they can play around with the curfew. They
can actually break the curfew, which is set between the lovely hours of 11PM
and 6AM, and if they do, if they are picked up by the police, they will be
sent home, without question, and get a negative moodlet for their trouble,
whilst breaking the curfew without being detained leads to a positive
breaking the curfew moodlet.
And finally, the final standout thing about being in the Teen age group is
that your Sim will have the ability to choose their lifetime wish. As you
should know by now, it is very important to make the right decision, and
as such, you might need to think this over carefully to ensure that you make
the right decision on your Sim's future plan in life, do they want to be a
family person, or career driven? That is up to you.
Again, the development into the next age group brings about the last trait
selection, so please make the right decision.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.06] Young Adult
To be honest, there is no difference between young adult and adult, besides
the part they get "young" title attached. Other than that, it is the same as
the one below.
However, I do think that the point of the Young Adult is to lengthen the time
that a Sim spends in their adult stage.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.07] Adult
Anyway, the adult stage is where things get interesting, basically all the
options are available to them, they have the option to get a full time job,
enter a serious relationship, have kids, the whole nine yards, the whole
kitten caboodle.
Basically, this is the point in a Sim's life that they can do whatever they
want, every single job career is open to them, offical and unoffical, farmer
to police officer, writer to scientist, the possibilities are endless. Well,
there is a finite amount, but it is quite a large number.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.08] Elder
Elder is where things get interesting. Compared to the previous game, elders
can still get full time jobs, but they life is about up. But should they
reture, they will get a nice pension from their job, so that isn't a bad idea,
a pension for doing nothing after service for many years.
This is basically the time to wrap everything up for that Sim, anything that
they have no finished in life, like write a novel, paint a painting, all of
that, now is the time to finish it off before the end is nigh.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.09] Death
Ah, probably everyone's favourite section. The death section. Here, we talk
about all the ways to die. For the Sims of course. There are only 5 methods
of death in this game. I seriously did think death by satellite was a more
interesting method of death.
--==Old Age==--
Ages Effected - Elder
Method - Reach the end of their life
Ghost Colour - White
This is the age old method, every Sim, provided that aging is on, will reach
this stage on their life. Basically, it is unavoidable, no matter how much
you try to avoid it, you'll reach it.
--==Electrocution==--
Ages Effected - Teen, Young Adult, Adult, Elder
Method - Repair broken object unsuccessfully
Ghost Colour - Yellow
Why, you are looking cute today. Basically, you are trying to repair an
object when you don't have a very high handiness skill, or you are smart
enough to repair electrical items whilst standing in a puddle of water, not
exactly the smartest decision on the face of the earth.
--==Starvation==--
Ages Effected - Teen, Young Adult, Adult, Elder
Method - Don't feed them. EVER.
Ghost Colour - Purple
Basically, you don't have to feed them. This is rather simple, no food, or
stay out of food. Actually, in this game, it is harder, since they can wonder
into the town and grab stuff to eat for free, you'd need to lock them in a
room, without a door perhaps. Not exactly practical, but it is effective.
Over time.
--==Burnt Alive==--
Ages Effected - Child, Teen, Young Adult, Adult, Elder
Method - When they are on fire, don't put them out
Ghost Colour - Red
This is basically when a sim is on fire, either it is because they burnt their
food and they catch on fire, or an appliance decided to catch on fire, or the
fireplace is a bit accident prone, once a Sim catches on fire, it is,
needless to say, not exactly a fun thing. Don't put them out, and they will
slowly burn to death. FUN!
--==Drowned==--
Ages Effected - Child, Teen, Young Adult, Adult, Elder
Method - Don't let a Sim out of a pool
Ghost Colour - Blue
Basically, the Sim is too tired to swim, and they are too stupid to get out
of a pool via the side, they will drown to death. This is the most favoured
method of Sim player worldwide to knock off their Sims, knock them off this
mortal coil at least.
When the time is up, the Grim Reaper will turn up in all his glory and take
away the life of the Sim, whether they deserved life or not. The reaper will
do his business, and leave, or he might stay and you can have a chat. If
there is one thing I cna ask him, it is where the hell he bought his cloak,
it's pretty nice.
There are ways to starve off death. You can be an unlucky Sim and die via
Fire or Electricity, and sometimes, the Grim Reaper may feel nice and
resurrect them promptly, back to life.
Another method is to have a death blossom at hand. You can grow these from
seeds that you can find near the graveyard, and they will be listed as
Special. Alternatively, you can be a good garden, harvest a death blossom
from the graveyard, and double your yield, and have an infinite supply at
hand. When the Reaper sees that, he will take the blossom, rather than your
life.
Finally, though this is for warding off old age, is to eat lots and lots of
life fruits. These will bring back 2 days odd of your life, and after a
while, this starts to stack up. Of course, this is if you want to live
forever, not everyone does.
There is more to talk about ghosts, but I'm feeling generous enough that I
have decided that they get their own section. Why not?
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.10] Ghosts
Sometimes, at night, the ghosts of dead Sims may haunt the area around their
gravestone. They will generally appear after 11PM at night, cracking the
ground around their gravestone, and appear, their vibrant colour determined
by the method of their death, from brillant white to fiery red.
Ghosts are strange creatures, in the Sims 3, they are rather tame, they will
not cause trouble or try to scare the crap out of your Sims, they are rather
friendly, even if you were the one who lead to their death. The only thing
that they will do, if they are on your lot, is that they will come along and
wake you up, which isn't very nice.
Different Sims have different reactions to seeing a Ghost. Defined by their
traits, some will be glad and happy to see a ghost, but some will not be as
glad, and they will run off and get the Scared moodlet.
To see a ghost, all you need is the gravestone marker on a lot. So if you want
to have some on your lot, you could perhaps, borrow, a gravestone from the
graveyard, and put it on your lot, or just kill a Sim, either or, don't fuss
too much about it.
When the ghosts do pop up, they will be able to be talked to, after all, they
are rather friendly. You can talk to them like a normal Sim, you can develop a
nice relationship with them, as if they were still alive, but of course, you
cannot enter a romantic relationship with them, that would be rather strange
and problematic.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[10.11] Playing as Ghosts
Remember how I said that you can't enter a romantic relationship with a
ghost. Actually, that was like 5 lines above. Anyway, you can. But the way to
do it is that you need to restore a ghost. Now, the science is a bit strange,
but you can head over to the Science Facility to restore a ghost.
By doing that, you can play a ghost. You can muck around with a ghost! And as
such, you can do everything that a normal Sim can do. They can eat, sleep,
talk and have fun, they are like a normal Sim, EXCEPT FOR THE FACT THAT THEY
ARE A GHOST!
And like a normal Sim, you can even try to get a baby. Of course, playing with
simple genetics, if you have a normal Sim and a Ghost Sim trying to have a
kid, there will be a 50/50 chance it would be a ghost, if there is a Ghost
father and mother, well, the kid will be a ghost, obivously.
Basically, they are the same at the normal Sim, they have been resurrected,
except that their body is kind of, um, missing?
Oh, and a side note, if you manage to get Ambrosia to a ghost's mouth, you
might have a chance of restoring them back to life. Just a side note.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.01] Relationship Basics
The relationship system has changed significantly from previous games, mainly
because relationships are no longer a set of two numbers, a short term and
long term relationship numbers, but rather, it is all just a meter.
The short term relationship system has been replaced by a short term context
instead. This sets the tone of the conversation in the short term. So when you
are conversing with another Sim, the context will determine the gains obtained
in the relationship. But more on that later.
The long term relationship has changed a fair bit. Instead of being a number
ranging between -100 and 100, it is now a meter, where there is no number. Of
course, this has its own changes to bring forth. Now, because, all socials had
an effect on short and long term relationship numbers, but now, socials will
now only have an effect on the long term relationship, or rather, the long
term metre.
Of course, this is a complete overhaul, so I'll have to go in depth about each
of these in its own section. Just to make sure you understand completely.
Now, why do you need friends? Well, in real life, some people don't need them,
but in this game, it is somewhat different. I mean, in the game, you can talk
to the Grim Reaper, but good luck in real life. The uses of friends is
generally used in job careers. You need a set amount of friends, so it is
desirable to have friends because it gets you promoted faster. And the fact
that you can keep your social bar nice and high.
Two new reasons to have friends in this game. The first is that some wishes
will require you to have friends, and as such, you need to them finish off
those wishes. And the second reason is to give your mood a boost, seeing that
having friends can often give you some nice moodlets to play with, and boost
your mood in return.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.02] Short Term Context
The short term context is basically how one Sim thinks about another during
the natural course of their conversation. So basically, this will change
from every conversation.
However, the reason why this is so important because it will determine how
much a relationship will decay from it's Long Term Relationship and how much
it will return back to good terms with a negative relationship on the line.
Basically, every 24 hours, or every day, a long term relationship will return
back to zero. So, whatever relationship you have with a person, if it is
positive, it will go back to zero, and if it is negative, it will go back
up to zero. Basically, a relationship will head back to zero, no matter how
good or bad it is. That is the basic meaning of decay.
Basically, the context of your conversations will determine the decay of
the relationship. How, before you can understand how it will affect the
relationship, you need to understand the different categories of contexts
in which a conversation an take place.
A Boring context is where a Sim thinks another person is Dull, Drab or
Insufferably Tedious.
A Creepy context is where a Sim thinks another Sim is Odd, Creepy,
Frightening or Very Scary.
An Insulting context is where a Sim thinks another Sim is Impolite,
Insulting or Unforgivably Rude.
An Awkward context is where a Sim thinks another is Awkward, Very Awkward
or Steamed.
An Amorous context is where another Sim thinks a Sim is Flirty, Seductive
or Hot.
A Friendly context is where a Sim thinks another is Friendly, OK, or
Very Friendly.
And finally, a Funny context is where a Sim thinks another Sim is Funny,
Hilarious and Amusing.
Now, how these contexts will effect the long term relationship. Different
contexts will change the decay of the relationship. For positive
relationships, the Boring, Friendly, Funny and Amorous contexts will have a
slower relationship decay than the Creepy, Insulting and Awkward contexts.
For negative relationships, it is a bit different. The Funny, Friendly and
Amorous contexts will have a negative relationship decay back to zero faster
than that of a Boring, Creepy, Insulting or Awkward context. Therefore, it
might be of use if you understand short term context properly.
Therefore, with the right social skills, you can make sure that enemies
can become friends, and long old friends become nothing more than mere
shadows. But this is in the short term, it can change every day. There is
one thing that doesn't change every day, and that is the relationship
metre, or the long term relationship metre.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.03] Long Term Relationships
Long Term relationships are the values that you need to understand in this
game. Your relationship with someone is determined by a metre, and whilst
it is no longer in a number form, you can see the metre as a rating from
-100 to 100. Basically, whilst the Short Term Context is one that is not
the same from person to person, as in, a person can find one dull whilst
the other can find it funny.
The Long Term Relationship is the same for both people. It will start from
Zero, where it is when two people meet, they are naught by acquaintances,
and from there, it can move towards friendship, or mutually assured
destruction of each other.
The Long Term Relationship can be measured from the bar next to the Sim's
portrait, or below a Sim's portrait on the relationship page. If the bar
is green, it means that there is a positive relationship, and conversely,
red means that there is a negative relationship. The further it is from
the middle, the stronger the relationship, whether it be good or bad.
As you have learnt from the short term context, the relationship metre
will always drift back towards the centre, regardless of whether you are
friends or enemies, unless you do something about it. However, this decay
will only occur if you do not talk to that Sim in that day. As long as
you talk to them, the decay will not take place.
Now, you can have a long term relationship with a lot of Sims, but the
ones with family are the hardest to break. It takes a lot more work
to break those than any other.
Below are all the stages in a relationship that you can be in, defined by
the long term relationship bar. Seeing that these aren't in any order, I'll
list them in alphabetical order and work our way from A to Z. Also, when I
mention the level of a relationship in percentage, I mean that the centre
is the 0% mark, the right end is 100%, and the left end is -100%. And you
should be able to work your way from there.
Acquaintance - Interact with a Sim at least once.
Best Friend - When the relationship goes above 80%
Best Friends Forever - The Sims are teens and you use the Best Friends
Forever social, AND maintain it above 60%
Disliked - The relationship bar falls beneath -20%
Distant Friend - When two people were friends, but the relationship
falls below 40% but stays above 20%
Enemy - Have the relationship below 0% and Declare Nemesis on
that Sim.
Ex - Use the Break Up option when you are in a committed
relationship.
Ex Spouse - Use the Divorce option when you are married
Fiancee - Propose Marriage to the one you love.
Friend - When the relationship goes above 40%
Good Friend - When the relationship goes above 60%
Partner - Use the Going Steady social option in your relationship
Old Enemies - Been enemies for over 14 days, or 2 weeks.
Old Friend - When the relationship goes above 40%
Romantic Interest - For this, you need to Confess your Attraction or Kiss
social the other Sim, have it succeed, and keep the
relationship above 0%
Spouse - Your fiancee after you have become married at a proper
ceremony.
Stranger - These two Sims know about each other, but they have not
interacted. All relationships start at this step.
Finally, the last thing is the visitor's privilege. Since in this game you can
enter people's homes, you will be restricted to what you can do in their
houses, determined by their relationship with you. There are basically 4
levels. The first level is the basic level, where you can do things like
eat their food or hang out on their couch.
This moves onto the second level, where you can start getting more leeway,
like digging into their fridge for snacks, before the third level, in which
you can start crashing on their couch, or something like that. The finally,
the fourth level, in which you can basically live there, it is a second home.
There is a secret minus one level, in which you don't get entry to their
home at all. And basically, below is a list of the friendship levels, and
their ranking on the scale.
Acquaintance - Level 1
Best Friend - Level 3
Best Friends Forever - Level 3
Disliked - Level -1
Distant Friend - Level 1
Enemy - Level -1
Ex - Level 2
Ex Spouse - Level 2
Finacee - Level 4
Friend - Level 2
Good Friend - Level 2
Partner - Level 3
Old Enemies - Level -1
Old Friend - Level 2
Romantic Interest - Level 2
Spouse - Level 4
Stranger - Level 1
However, the way you make your friends and the way to make your enemies is
completely up to you.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.04] Romance
Romance here is a lot like romance in the real world, well, they have to
get their information from somewhere. And to actually start a romance, since
there is no alcohol in this game, you'll have to play the dating game from
the ground up, or rather, hit the ground running.
Once you meet someone you like, you need to talk to them. Of course, you
aren't going to do the exceptionally stupid thing like asking them out without
knowing them, it's a quick and easy no from there. Instead, you have to do
this the traditional way. You need to meet this strange new stranger, and
build an acquaintance with them.
From there, you need to build up your relationship with them, build up a nice
friendship with them. This is necessary, because in order to have them as a
romantic interest, you need to either Confess your Attraction to them or to
Kiss them, and it will only be useful if you have a high friendship with
them. From there, it can either end in acceptance and mutual attraction, or
it can end with rejection.
Starting with the bad, you might be rejected in your approach. This will
often fail because you simply do not have a good enough relationship with
that person. Hence why in real life, you shouldn't be asking people you
hardly out on a date, more often than not, it will end in failure, unless you
are exceptionally charming, but the game doesn't account for that.
Of course, after you have been rejected, you can go again. But after you
get rejected many times, you start getting into risky territory, and you
start to be thought of as Creepy, after all, a person will certainly find
someone creepy if they constantly asked them out after countless rejections.
However, being rejected doesn't mean you can't try again, you just need a
better relationship with them. Of course, for the love all of all things
holy, do not do this in real life, the maximum a guy should ask a girl out
is twice. After you have been rejected once, you can only ask once more,
and after that, you stop and move on, cutting your losses.
Anyhow, if you succeed, you will now have a romantic interest, and your
social options move to a new path, you will get access to more romantic
social interactions, and you can build up a more, romantic relationship
with your love interest.
How that you have a good relationship, a nice strong relationship, a nice
strong, roman tic relationship, where do you go from there. Do you do
the honourable thing and get married, or cut and run.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.05] The Good Path - Marriage
After a strong relationship, and when after you have loved someone for a
long time, the good or honourable thing is that you get married. What you
need to do is to propose to Go Steady, and from here, it will basically
stablise the relationship.
After it has stabalised, you are now partners. Of course, this doesn't mean
you are together now. Before you can be joined by rings, you need to propose
marriage. Of course, this game doesn't discriminate between who does the
proposing, but, if you want to make some videos, then you will, more or
less, follow tradition, and have the guy propose marriage.
Hopefully, the other party will accept, because well, if it doesn't, then
it won't end well. I mean, there are plenty of videos out there on youtube
where people have proposed, in public, and well, it didn't end well. Of
course, it is funny to us, where we are the observers, but well, I don't
think the guy who just has his heart crushed would find it very, well,
entertaining.
After you have proposed marriag, and it has been accepted, then you will
need to start planning a ceremony. Of course, you can do it in private,
quickly and quietly, or you can throw a nice party so you can celebrate
in style. Either way, you will be married, and till death do you part. Or
are you going to wait that long?
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.06] The Bad Path - Rejection and Affairs
There is the bad path. Before and during a marriage, you can easily ruin
the marriage. You can just be a bad partner, and break the marriage with
brute force, but that leads to negative reactions on both sides, unless you
are just plain evil.
Or you can have an affair. Date someone on the side, and you can cheat on
them. Flirt and date another Sim. It is basically like the dating game,
except you are dating another person whilst already in a romantic
relationship with someone else. Of course, you can confess your attraction
or kiss your new interest, and develop a romantic interest in them. But
not this, once you are already in a relationship and you develop another
romantic interestm, then you are treading on very thin ice.
Now that this has occured, if you are caught interacting with your new
interact in the presence of your partner, then you are in some serious
trouble. So basically, you can do whatever you want, but as long as the
partner doesn't know, well, you are in the clear. But do any of the
following in their presence, and well, you aren't going to be in the clear,
you are going to be in the deep end, without any support.
If you are caught flirting, then it won't be that bad. The relationship will
just take a small hit, and it can be taken care of later. The damage will
have been done, but it is only minor damage.
If you are caught hugging or kissing your romantic interest, then things
will get slightly worse. The relationship will take an even deeper hit,
and it will take more than a few smooth words to calm things over. Worse
of all, the person being cheated upon will end up with the Betrayed
moodlet.
Finally, if you are caught Making Out or WooHooing the other Sim, then you
are asking to be killed. Basically, if you are caught doing those things,
then say goodbye to the relationship. I mean, a flirt, kiss or hug can be
explained away, but explain being in bed with someone else. You can't. The
relationship will basically be crippled, and basically, kill the
relationship. Of course, the person being cheated upon gets the Betrayed
moodlet. Thing of this as taking a Sledgehammer to cut a piece of paper.
Not only does your relationship with your partner take a hit, your relations
with other Sims will take a hit. Relationships will anyone who knows the
Cheater and the person the Cheater was cheating with will take a dive. A
family member who sees the cheating will also have a diving relationship
with the cheater.
And if you don't keep your friends close, then someone who witnesses the
act will be able to tell the person being cheated upon of the deeds done
and that will take a hit.
If your relationship ends up being a bit shaky, either through someone
cheating or just brute negative interactions, then you can use the divorce
or break up interaction. There is no councilling in this game, if you
break up or divorce someone, then it is done, and from then on, they will
be your ex.
Of course, Sims don't really do their own social interaction, so if you
want to make a soap opera out of it, you will need to do all of the
legwork yourself, and witness the results.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.07] Meeting People
How do you meet people? Well, there are a hell of a lot of ways to meet
other people. Besides the usual people walking past your house, there is a
bit more to this. All of this will be besides family, because if you haven't
met your family, then there is something wrong.
The first way will be the welcome wagon. This will be when you first move into
a neighbourhood, a small group of people will arrive on your doorstep, and
welcome you to the neighbourhood. This is the welcome wagon, and is the
quickest and earliest chance you will have meet new people and make new
friends.
Other than that, you will basically need to move around town. Community lots
are a great place to meet new people, you can talk when them, and generally
have a good time. And it doesn't cost you a dime in order to go to these
places, you can just call a taxi.
Alternatively, you can use the computer to chat with people randomly over
the internet, not advised for real life. Or you can use the phone to keep
in touch with people.
Even going to work, you are bound to meet new people. So basically, there is
not shortage of ways in which you can meet new people. No shortage.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.08] Having a Baby
Having a baby is relatively simple. You can do this the easy way, and go
through adoption, and have a baby that way, or you, and your spouse, and
try to have a baby.
Well, we all know the drill on how you have babies. So basically, you just
need to use the Try for Baby interaction with your significant partner of
the opposite sex, and if you are successful, you will get a little chime
after the deed, and that will denote that it was successful.
The day after the Sim is pregnant, will, it won't be as much in terms of
pain, it will be spent in the toilet. Basically, your female Sim will spend
her time vomiting in the toilet, the morning sickness part. Basically they
will spend the first day of their pregnancy in the toilet, but from there,
nothing much will happen. Of course, prepare yourself for the barrage of
negative moodlets that will occur from this.
On the second day of the pregnancy, it will become evident that a Sim is
now pregnant. Their belly will stick out that much more. The puking will
stop a bit, but instead, the Sim's back will be aching, due to the extra
weight that is in front of them. Also, the wishes of the parents will
start to change, they will be more geared towards children, rather than
other things that are going on in their life.
The third day is the final day of the pregnancy, and the child will be
born on this day. It will be born late in the day, and when it is time,
the mother will be taken to the hospital and they won't leave until she
comes out with the baby.
The baby facial features will be a mix of the parents, it plays heavily
on real life genetics and the Punnet's square. Of course, while most babies
will be a mixture of their parents, sometimes, there will be differences
and mutations in the genes.
However, it is to note that you can influence the traits of the baby. The
baby is born with 2 traits, and what you do throughout the pregnancy will
determine the traits. If the mother maintains a positive mood throughout
the pregnancy, such as massaging her sore back or letting her eat when
she is hungry, then the baby will be born with 2 positive traits, but if
she is constantly miserable, prepare yourself for 2 miserable traits. Also,
reading the pregnancy books that you can pick up at the bookstore will
also increase the chance of having positive traits over negative traits.
You can also influence the amount of kids that will be born. By listening
to the children's music station on the radio or watching the children's
channel on the TV, the chances of having twins or triplets will increase
a bit more, so it will be more likely to result in twins or triplets.
Gender can also be influenced. Eat 3 apples throughout the pregnancy to
increase the chance that the offspring will be a little boy. If you want a
little girl, eat 3 watermelons throughout the pregnancy to increase the
chance of that happening.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[11.09] Parties
Parties are basically house parties, you can throw one like in the previous
Sim games, nothing much has changed. However, there are some new features
that you can play with.
Now, besides who you can invite, you can also do a fair amount of other
things. You can now set a venue. Of course, it could be your house, but you
can hire out community lots for a parties as well, for a small fee. It isn't
that great, but location, location, location. Also, you can set the dress
code for the party, should it be a formal party or a casual party? And you
will have to set the time, BUT it has to take place at least 2 hours after
your current time. So if it is 5pm, the earliest you can hold the party is
7pm.
There are several different parties that you can hold. And below they are.
A House Party is a normal party. It basically is an occasion for people to
get together, socialise, and have some fun. This is your basic type of
party.
A Funeral is less of a party. It is more of getting to have the people who
knew the recently deceased well to come over and mourn together. It is like
a normal party, except that the social interactions are more geared towards
talking about how nice and friendly that person was.
A Wedding is well, a house party except there is a marriage ceremony
involved. Basically, people come over to watch the happy couple tie the
knot and say "I Do". Or whatever they say, I don't really know.
A Birthday will be a birthday, the event is centered around the person who is
moving onto a new age group. And if you choose to, you can purchase a
birthday cake to make even more special.
Finally, there are Campaign Fundraisers, where if you are in the Politics
career, you can start a party with the motive of securing donations. Instead
of a boost to your relationship after the party, depending on how good it
was, the better the party, the better the donation you will get as a result.
Now, about the party itself. You've sent out the invitations, so why didn't
some people turn up? There are a few reasons. One could be that they are
at work, but the more likely response is that you don't have a good enough
relationship with them, and they won't turn up. The higher your long term
relationship with them is, the more likely they are to turn up.
How to have a good party? Well, basically it is a matter of socialising,
the more there is, the more successful the party is. Well, think about it,
if a party has everyone sitting down staring at each other, one can hardly
call that a success, compared to a party where everyone is chatting each
other up.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.01] Babysitter
Basically, if you don't know what an NPC is, it basically means Non-Player
Character, or a Sim that basically does something in the game, yet you cannot
control them. In this case, they are the following.
Anyway, the babysitter is a random teen from around the town who will look
after your little kids, from babies to children. They will keep your little
ones fed whilst you take a night out on the town, and they will make sure
that their needs are kept up. It is important that you call for a baby-sitter
if you are going to leave the children alone, because if you do leave them
alone, at home, for a prolonged period of time, then the social worker will
come along for a visit, and needless to say, you will be missing a few kids
after you finish your trip about town.
Cost of Visit - §75 per visit
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.02] Burglar
The Burglar is exactly what his name suggests, he is an adult or elder who
has decided that it is far easier in these uncertain economic times to rob
you and sell the crap on eBay, rather than actually going to work. As such,
during the night, you will have the chance that a robber will come along and
try to rob you.
Normally, they will enter your house and start looking for the most expensive
items on the lot and start with them. If you do not catch them, they will
take several expensive items and leave the house.
If you do catch them, then you have a variety of options. You can call the
police and get them to visit the robber. The police will arrive and fight
with the robber, and if the officer wins, you get all your stolen goods back,
if you do not, then you won't be getting it back.
Or you can just fight them yourself. You can attack the robber, provided you
either are a police officer yourself or have the Brave trait, and depending
on your athletic skill, you can fight and beat them. Win, and besides a nice
moodlet and you get your items back, if you lose, well say goodbye.
Or you could just invest in a burglar alarm, and once the burglar enters the
room where there is a burglar alarm, it will go off and automatically call
for the police, and they will turn up to give a fight.
A thing to note is that when the police arrest the burglar, if they do, then
they will be placed next to the car when the officer does a scan of the
house. Here, you can release the burglar to get a boost to the relationship
that you just started. Needless to say, the officer won't be pleased.
Finally, it is to note that you can get a hidden trait from having a child
with the burglar, your kids will randomly inherit the ability to sneak around
the place.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.03] Firefighter
The firefighter is basically, well, a firefighter. They are there to fight
fires. Basically, when there is a fire on your lot, then you will need to
call a professional firefighter to help you fight the fire. They will fight
the fire a lot better than a normal Sim using an extinguisher, and they means
that they will put out the fire a hell of a lot quicker.
Of course, you can call them when the fire erupts, but it is far simpler to
actually have a smoke alarm, which automatically calls the firefighters
when there is a fire. This is best placed in rooms that there is a possibility
of a fire breaking out, so mainly rooms with fireplaces and the kitchen.
After the put out the fire, then you can go along and have a small chat with
them, develop a relationship with them, before they leave back for work. There
is, like with the burglar, an advantage of having kids with the firefighter,
the kids have the ability to inherit two specific traits, they can have the
Immune to Fire trait, which is exactly what it does, and the Pyromaniac trait,
which allows them to set fire on things randomly.
However, do not call for the firefighter when there is no fire to fight, you
will be slapped with a §500 fine for pissing them off.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.04] Maid
The Cleaning Service this time is a bit different, they aren't paid for the
amount of hours they do, it is a flat §125 fee each time they visit, so it
is more of an incentive to live like a pig, and have a very unclean, and a
very large house.
The maid does what they have to, they will make your bed, take out the
trash, recycle old newspapers, clean up all the trash around the house, and
clean all dirty surfaces. Basically, they are to clean up your house.
Again, like the firefighter, you can wait until they finish and have a little
chat with them. They will also give traits to your kids if you decide to
have them, with them.... and it is basically the Clean trait, where it will
take more actions from them to make something dirty.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.05] Mailman
The mailman will deliver, ah, the mail. Letters, bills, cut gems, priceless
ingots, well, all of that they will deliver. Nothing else about them really.
Of course, after they drop off their package, they will hang around for you
to talk to them, but really, if you decide to have kids when them, they don't
get a special trait or anything.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.06] Newspaper Kid
This little kid comes along at 7 in the morning, without fail, and delivers
the dail newspaper. It is a great chance for your kids to make a new friend,
and for some reason, the newspaper is free. One thing bothers me, how do they
deliver all those newspapers over town, and still get to school on time.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.07] Pizza Delivery
Well, this is the fastest way to get some food. The Pizza Delivery service.
Basically, you can call for a pizza, and it will be delivered to your doorstep
in a short period of time, for the small fee of §30. This is useful because
it will always give an Amazing Meal moodlet after eating the pizza, and of
course, if you cannot finish a whole pizza by yourself, then you can just
leave it in the fridge as leftovers.
And like most other Sims, you can befriend them, but alas, there are no
special traits that you can obtain from them, and there isn't any special
discount for you. Look on the bright side, you don't have to tip them.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.08] Police
The Police, besides being a bad, are the law enforcers in this game. They will
only be useful when there is a burglar on the lot, to whom they will quickly
get into a fight with in order to arrest them. If they win the fight, then
the burglar is arrested, if they lose, well, the burglar goes free.
See, the problem here is that the police, well, they would have access to
guns, yet they will decide to take on dangerous bandits with nothing but their
fists. Not even a taser or a beanbag shotgun. How disappointing.
Anyway, once the burglar has been caught, you can talk to the police officer
and build up a relationship with them. This is interesting, because if you
have children with them, they will have the ability to take on burglars when
they are older.
Like firefighters, there is a §500 fine if you call the police for absolutely
no reason. And no, there aren't any other crimes that you can call them for.
Only robberies. No domestic assaults, murder, etc.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.09] Repo Man
Basically, this man will only turn up if you do not pay your bills. Armed with
a special repo gun, he will go into your house and suck up items to pay the
bill with. So in exchange for the bill, your items will be taken away, suck
up forever in the vortex of nothingness.
However, he will not take away the necessary items for survival, so you don't
really need to worry that your bed will go mission, or your front door, or the
toilet. That would just be weird.
Of course, you can socialise with him before he takes off, but he kind of
hates people who don't pay their bills on time, and you happened not to have
paid your bills on time, so you should be able to work your logic from there.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.10] Social Worker
The social worker is another Sim that you really don't want to see. Well,
the first time you will see them is the good time, this is when they will
come to your house to drop off a kid that you have adopted. For this, you
will be able to talk to them, even get the know the social worker.
However, the second time you will see them is the worst kind of time. This
is where you have neglected your children, toddlers or babies, and they
will have come along and taken all the kids away, seeing that you are clearly
an unfit parent. And you won't see them again, just to make sure. However,
you will have clear warnings that you are a poor parent, so it isn't a
surprise out of no where when they take your kids away.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[12.11] Technician
Finally, there is the technician. This guy should ojnly be called, for the
flat fee of §50, where they will come over to your house and fix all those
broken items. Broken appliances? Disabled electronics? Leaking showers?
Clogged up toilet?
Well, if any of those things happen, and none of your Sims as good with play
with tools, then it is time to give the technician a call and let them take
care of the repair work for you. Of course, after work, they will be able
to stay around for a quick chat.
It is funny to note that they will always have, ALWAYS HAVE, a 99% chance
of successfully repairing an item that uses electricity. That last 1% is
death. Guess how. I always found that death funny for a technician.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.01] Places of Employment
This section, section 13, is designed to take you around Sunset Valley. While
most you can do in game, here is a list of exactly what you can do around
town.
Anyway, this section deals with buildings around town where people work.
--==City Hall==--
This building is where all the Sims in the Politics career will be based
in. Therefore, it is quite an important building, and also, your Sims will
be able to take Charisma courses here for the small fee of §400 per class.
Also, if you really like, you will be able to take a tour of city hall, of
course, only if you are interested.
What is interesting is that sometimes, there are riots outside the city
hall. Be on the lookout for that, it's an interesting sight.
--==Doo Peas Corporate Towers==--
This building is the home to two different careers, it is the home to the
Business and Journalism careers. Although it may seem at odds with one
another, the two careers are more interlinked than you would like to
think. All that advertising on television doesn't get there if no one is
funding it.
This building is also useful if you want to start a writing career, this
building will allow you to take a writing class, for the normal fee of §400.
--==Fort Gnome Military Base==--
This is where all the self-defence forces of Sunset Valley are housed, they
work in this military base, and thus, it is naturally the home of the
Military career. Being in the military, you need to be able to make repairs
on the battlefield, and as such, there are classes teaching handiness for
the normal fee of §400.
And there is an option for a tour of the military base, but of course, there
isn't exactly any free access to the newest jet fighter.
--==Hogan's Deep Fried Diner==--
The Culinary career is a funny career, where it has two possible places of
work. As such, those in the culinary career can start here, and it is
possible to get a few cooking courses here, costing §400 a pop. However,
there are other uses for the diner, it is a place where food is served.
The prices are a bit cheaper here, at the diner, but the food quality will
be a bit lower than that of the Bistro. And the good thing is that you don't
need to wear formal gear to dine here.
--==Landgraab Industries Science Facility==--
This is the home to, as you can surely guess, the Science career. Home to
some rare fish specimens in the pond, you can also take a tour of the
science facility, however, you don't actually get to touch anything, we
can't have you touching beakers full of nitric acid and drinking it.
Also, you are able to take both Gardening and Logic classes here, and they
cost their standard price of §400 a pop. And finally, when you catch insects
from around town, you have the ability to donate them to the facility, and
they will pay you for it. So it isn't exactly a donation.
--==Little Corsican Bistro==--
This is the second place where your Sims can take on the Culinary career.
Of course, like the diner, this is also a place where you can take on some
nice cooking lessons, per the standard price of §400 a class. What makes
this different to the diner is the dining itself.
The dining here is a but more high quality, it will give a moodlet after
you have eaten here. You even get to eat outside, but there are a few things
that you need to know. First of all, you can imagine that the food is a
bit more expensive here. And also, you need to be in formal gear to dine
here, something I'd probably fail at.
--==Llama Memorial Stadium==--
The Stadium is, as you can guess, the home to the Athletic career, it is
where all your athletes training for the next big game. Like most of the
other buildings, it is a place to develop your skills, in this case, you
can build up your Athletic skills by attending the class for the normal
fee of §400.
Also, you will have the ability to attend a soccer game, for a relatively
small fee §60, and it provides a moodlet as well. You will, on occasions,
not be able to watch a football match, but a concert instead, but it is
no less fun.
--==Outstanding Citizen Warehouse Corp.==--
This is something very wrong with a building that needs to promote that
they are a legal business. And that there is, this is the home to the
Criminal career.
If you are a special agent in law enforcement, you will be able to raid this
warehouse for some goodies. But even if you are not in law enforcement, you
will be able to find a lot of nice collectables around the warehouse.
--==Police Department==--
It is what it is, this is the police department, and here, as you can
expect, it is the workplace of the Law Enforcement career. This is probably
the most boring of all the workplace buildings, but at least you get some
nice perks, like raiding the above building.
--==Sacred Spleen Memorial Hospital==--
It is a hospital, and as you will be able to guess, this is the workplace of
the Medicine career. Like the Police Department, this is a very boring
place, but what is nice is that you will be visiting this building if you
have a bundle of joy that is waiting to be delivered.
--==Wilsonoff Community Theatre==--
No, this isn't exactly for movies, it is actually the home of music, and as
such, it will be home to the Music career. As such, you will be able to
take some classes on improving your Guitar skill, for the small fee of §400.
Of course, it wouldn't be interesting unless you could see a show, and you
can, for the price of §40.
And you can tour the building, but it just won't be any fun.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.02] Everfresh Delights Supermarket
This is one of the most important stores in town, this is where you will
be able to purchase foodstuffs that you will need, for, well, I dunno, to
survive. This is a useful store, here, you will be able to purchase fresh
produce and meat, and it is useful since you can sell fresh produce and
fish back to the supermarket. Not to mention that you can take some fishing
classes here for the cost of §400.
Anyway, below is a list of all the items that you can purchase from the
store, as well as the respective section that the item is placed under.
--==Fish==--
----------------------------
| Item | Cost in § |
|----------------+-----------|
| Anchovy | 5 |
| Black Goldfish | 16 |
| Catfish | 6 |
| Goldfish | 6 |
| Lobster | 25 |
| Rainbow Trout | 9 |
| Salmon | 14 |
| Swordfish | 17 |
| Tuna | 11 |
----------------------------
--==Fresh Produce==--
-------------------------
| Item | Cost in § |
|-------------+-----------|
| Apple | 5 |
| Bell Pepper | 15 |
| Garlic | 18 |
| Grape | 5 |
| Lettuce | 3 |
| Lime | 11 |
| Onion | 8 |
| Potato | 8 |
| Tomato | 11 |
| Watermelon | 3 |
-------------------------
--==Home Goods==--
--------------------------------------
| Item | Cost in § |
|--------------------------+-----------|
| Birthday Cake | 30 |
| Bubble Bath | 100 |
| Ducksworth of Billington | 40 |
| Mood-Lite Candle | 65 |
--------------------------------------
--==Meat and Cheese==--
--------------------
| Item | Cost in § |
|--------+-----------|
| Cheese | 8 |
| Egg | 11 |
| Link | 8 |
| Patty | 24 |
| Roast | 30 |
| Steak | 30 |
--------------------
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.03] Divisadero Budget Books
This is the book store for your town, and it is a relatively important store,
seeing if you want some sheet music or cooking books to improve your skills,
you will need to come here, seeing the library will not stock those books.
Books are useful, they are entertaining and educating. Below is a list of
all the books you can purchase.
Note that it will not contain books that your Sims have written, seeing you
can give those any title you want.
--==Childhood Development==--
-----------------------------------------------------------
| Book | Cost in § |
|-----------------------------------------------+-----------|
| Jimmy Sprocket and the Squishy Stone | 50 |
| Bluish Eggswith a Side of Pastrami | 50 |
| Counting for Those Who Cannot | 50 |
| Finger Painting 101 | 50 |
| Handprint of the Masters | 125 |
| Jimmy Sprocket and the Chalice of Lichens | 125 |
| Squares Are Not Triangles | 125 |
| Frank I'm Not | 125 |
| Oh the Destinations You'll Briefly Visit | 210 |
| Don't Stay Within the Lines | 210 |
| Jimmy Sprocket and the Escape from "Fun" Land | 210 |
| Being Smart for Fun and Profit | 210 |
-----------------------------------------------------------
--==Fishing Books==--
-----------------------------------------------------------------------
| Book | Level Required | Cost in § |
|------------------------------------------+----------------+-----------|
| The Wee Swimmers: Reeling Anchovy | 1 | 100 |
| and Minnow | | |
| The Whiskered Deep: Catfish and You | 1 | 200 |
| Grilled Tragedy: Trout and Clownfish | 3 | 300 |
| Baiting Techniques | | |
| All That Glitters is Goldfish | 4 | 400 |
| Predators of the Deep: Piranha, | 4 | 600 |
| Shark, and Swordfish Tips | | |
| Sushi Swimmers: How to Catch Tuna, | 4 | 700 |
| Salmon, and Blowfish | | |
| Heavenly Delicacies: Hooking Angelfish | 5 | 1000 |
| and Lobster | | |
| Binary Fishing and Analog Bait for Robot | 6 | 1600 |
| Fish | | |
| Fishing for the Dead: Deathfish and | 7 | 2500 |
| Vampire Fish on the Line | | |
-----------------------------------------------------------------------
--==Normal Books==--
----------------------------------------------------------------------------
| Book | Genre | Cost in § |
|----------------------------------------------+-----------------+-----------|
| Point Farmer | Autobiography | 25 |
| The warrior of Palladia | Fantasy | 35 |
| Where's Bella | Children's | 40 |
| The Adventures of Raymundo | Children's | 50 |
| Murder in Pleasantview | Mystery | 65 |
| A Magnetic Attraction | Trashy | 80 |
| Commitment Issues | Drama | 130 |
| Stragedy and Other Masterpieces | Humour | 135 |
| Zombies? Zombies! | Sci-Fi | 180 |
| Totally Preggers: An Expectant Mother's Tale | Non-Fiction | 200 |
| Abstract with Turkey | Fiction | 210 |
| Unicorns for Audrey | Fantasy | 210 |
| Exit at Powell | Satire | 230 |
| Gpod | Sci-Fi | 250 |
| Baby Incoming: Preparing with Vigilance | Non-Fiction | 300 |
| The Economy | Political Memoir| 310 |
| How to Spin Plates | Non-Fiction | 360 |
| Game of Thorns | Mystery | 405 |
| The Crumplebottom Legacy | Historical | 480 |
| I'm Still Cool | Humour | 535 |
| Thunking | Fiction | 580 |
| Llama Rights | Historical | 610 |
| Special Snowflake | Romance | 705 |
| On the Margins | Satire | 780 |
| The Point of Pointillism | Non-Fiction | 875 |
| No Expecting Much | Vaudeville | 940 |
| The Noble History of Socks | Biography | 1000 |
----------------------------------------------------------------------------
--==Recipe Books==--
-----------------------------------
| Book | Cost in § |
|-----------------------+-----------|
| Ratatouille | 25 |
| Fish and Chips | 50 |
| Cookies | 100 |
| Fruit Parfait | 200 |
| Cheesesteak | 300 |
| Cobbler | 450 |
| Eggs Machievellian | 500 |
| Tri-Tip Steak | 650 |
| Stuffed Turkey | 800 |
| Baked Angel Food Cake | 1000 |
| Ambrosia | 12000 |
-----------------------------------
--==Sheet Music==--
------------------------------------------------------
| Book | Level Required | Cost in § |
|------------------------+----------------+------------|
| Yes Ma'am, I Do | 5 | 100 |
| Flamenco Fever | 6 | 250 |
| A Perfect Moment | 7 | 425 |
| Improvise Here and Now | 8 | 600 |
| Dream Escape | 9 | 1400 |
------------------------------------------------------
--==Skill Books==--
----------------------------------------------------------------------------
| Book | Skill | Level Required | Cost in § |
|-----------------------------------+-----------+----------------+-----------|
| Logic Vol. 1: Knights vs. Bishops | Logic | 0 | 50 |
| Cooking Vol. 1: Too Much Salt! | Cooking | 0 | 50 |
| Handiness Vol. 1: Unplug It | Handiness | 0 | 50 |
| First! | | | |
| Charisma Vol. 1: Fixing the | Charisma | 0 | 350 |
| Friend Problem | | | |
| Gardening Vol. 1: The Watercan | Gardening | 0 | 350 |
| Chronicles | | | |
| Charisma Vol. 2: Talking to | Charisma | 3 | 500 |
| Anyone | | | |
| Gardening Vol. 2: Odor Free | Gardening | 3 | 500 |
| Fertilizer | | | |
| Cooking Vol. 2: Why You Need | Cooking | 3 | 500 |
| Baking Soda | | | |
| Logic Vol. 2: To Xor or Not to | Logic | 3 | 500 |
| Xor | | | |
| Handiness Vol. 2: Turn Off the | Handiness | 3 | 500 |
| Water | | | |
| Charisma Vol. 3: Becoming | Charisma | 6 | 750 |
| Irresistable | | | |
| Handiness Vol. 3: Puddles and | Handiness | 6 | 750 |
| Electricity Don't Mix | | | |
| Gardening Vol. 3: Gardening to | Gardening | 6 | 750 |
| Riches | | | |
| Cooking Vol. 3: Yummy and | Cooking | 6 | 750 |
| Delicious | | | |
| Logic Vol. 3: 3.14159265 | Logic | 6 | 750 |
----------------------------------------------------------------------------
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.04] Sharma Day Spa
The Day Spa is generally a place to relax, this is where you can come down
to unwind after a long work out, or a long week or day at work. You can get
a large range of relaxing services, and that can be relative cheap, or they
can get pricey. However, there is a good reason to get these services though,
you will get a nice moodlet, and the more expensive the treatment, the longer
that moodlet will last.
These are the services that you can purchase, and their respective prices.
--==Massages==--
* Deep Tissue - §500
* Quick Shiatsu Massage - §50
* Relaxing Swedish Massage - §250
--==Facials==--
* Mini-Facial - §50
* Mud-Facial - §200
* Seaweed Facial - §500
--==Body Treatments==--
* Salt Scrub - §750
* Steam Bath - §250
* Volcanic Clay Bath - §1500
--==Salon==--
* Manicure - §25
* Pedicure - §50
* Pedicure / Soak - §100
--==Packages==--
* Great Escape - §1000
* Relaxing Rendezvous - §3000
* Soothing Salvation - §7500
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.05] Community Pools
There are two community swimming pools, and unlike the pools in real life, it
won't cost you to use them. This is a place where you can get a little time
in the sun, or a little splash.
--==Le Petit Shark Pool Centre==--
This pool, as scripted by the game, is more centred towards families, so it is
a nice place for your little ones to make some friends, and that is always a
good thing, friends for life.
As a family pool, and seeing this is a family game, there are a lot of people
at this pool. Look on the bright side, this is a large pool, so you can still
swim with relative ease, somwhat.
--==Lofty Cerulean Blue Pool==--
This pool is the opposite of the above, instead of families, there tends to
be a fair amount of older Sims, and well, more of a singles place, than a
family pool, so picking up potential partners is a lot easier here.
The pool is not as big, but at least it isn't as crowded.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.06] Community Parks
There are a few parks that are your Sims can relax and unwind. This is quite
useful, a nice place to converse with your neighbours, and a nice place to
look around for seeds.
--==Central Park==--
Well, it is Central Park because it is in the exact centre of town, this
is the town square. This is where all your neighbours will come down, and
what is good is that you can get a fair amount of tips here when you decide
to play the guitar. And you can make a fair amount of money as well.
There is more to do than converse here, you can play games of chess, there are
ppols of water in whcih you can go fishing in, collect the variety of seeds
lying around, or have a nice grilled lunch.
--==Marywood Glen==--
This park is a smaller park, with less traffic, but it is a lot closer to
the residential areas, so think of it as the local park. Of course, you can
still play chess and have a nice grilled lunch, but other than that and the
variety of seeds and insects, there isn't much for you to do.
--==Old Pier Beach==--
This is the pier on the beach, and whilst there is a tad of green, this is
more or less a place to enjoy, a nice time to work on your tan. The good
thing about the pier is that you will be able to get some decent food here
for a low fee. This makes it better as a food source, and a place to play
with a chess board.
Also around are a variety of fishing holes, and whilst they are like parks,
they have less in terms of features, but they are used for a single reason,
fishing.
* Crystal Springs
* Pinochie Pond
* Recurve Strand
* Stoney Falls
* Summer Hill Springs
* Sunnyside Strand
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.07] Places of Interest
There are a few special places that aren't listed above, that are useful to
pay a visit to.
--==28 Hour Wellness Gym==--
This is one of the best cheap places to visit. This is basically a gym, where
you can work out on cardio machines, or take a swim. Basically, there is a lot
of gym equipment here, and here is a place to use it, free of charge. There
is no such thing as gym membership.
There are few things you can do here besides work out. Note that everyone
here cares about fitness, so this is the perfect place to make friends if
your little dudes are into fitness. And the next thing is that when you work
out, the most important thing to take care of is hygiene. That will take a
beating when you work out, so make sure you work on it.
--==Cemetery==--
This is another place to visit, not for the mourning of the dead, but at
night, in come the ghosts, and they are fun to talk to, I mean, how is it
like being dead? Not only that, there are a hell of a lot of rare and unknown
seeds around this area, so make sure you look carefully.
However, the main attraction is the Mausoleum. This is a place you can tour,
I mean, it is basically a building full with the dead. However, you can
explore this place, and you can find a hell of a lot of neat items here, but
there is a catch, sometimes, you might get an unexpected shock. However, if
you want to explore the tombs of the dead, make sure your Sims have the little
Brave trait with them. Cause if they aren't, you better start praying that
have played a lot of Oblivion, or they will get the Horrified moodlet.
--==Community School of the Gifted==--
This well, is the school, so it isn't exactly anything special. Of course,
there is one reason for adults to go here, and that is that they will be
able to attend a painting class, for the small fee of §400. After all, you
don't pay school fees, and the government doesn't provide non-essential
funding.
--==Papyrus Memorial Library==--
This is where all the books are stored, and knowledge is free, not a right
that you must purchase. On the shelves are all the books that you can purchase
at the book store, as well as a few books that your Sims have written,
including some flops, but mainly bestsellers.
There is more than just books, there is a little play room for the kids to
play around with in case they get bored of reading, or waiting for you to
finish the latest blockbuster novel. Like the gym, this is going to be
crowded somewhat, but again, this is a good place to talk about literature,
and books in general.
Note that there are things you won't find in the library, and that will be
the one off books, which are sheet music and cooking books. Those are one
use, and you can't hog the library all to yourself.
--==Sunset Institute of Modern Art==--
This is the place of art, this is where all the art can be viewed, free of
charge. Of course, your Sim cannot be one of those who Cannot Stand Art, or
else we would have a problem. Other than that, this is a place to talk about
art, so who knows, this is the place you can find the love of your life over
some art.
If you are lucky, you can see some of the paintings that you have painted
hung here, next to all the other art painted by world famous painters.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[13.08] Investments
You can invest in businesses around the town, and yes, this is a new feature.
This is where you can spend some of your own money for a partnership in the
business, or if you are really wealthy, you can purchase the building.
So what is the point of spending some of your money to invest in a business?
Simple, by investing in these buildings, you will be getting some of the
profits that the business generates a week, and if you own it outright, then
you will get all of the profits that it makes.
The amount that it makes vary from week to week. Some weeks are good, some are
bad, and as such, sometimes you get a lot in returns, sometimes, you get
nothing. But as a rule of thumb, the more expensive it is to invest in the
building, the more will you will get in returns.
And below is the list of all the buildings you can take a venture in and the
cost of partnership, and outright ownership. It will be listed as the name
of the building, the cost of partnership, and then the cost of ownership.
Divisadero Budget Books - §7,000 / §20,000
Doo Peas Corporate Towers - §18,000 / §40,000
Everfresh Delights Supermarket - §7,000 / §20,000
Hogan's Deep Fried Diner - §6,000 / §18,000
Landgraab Industries Science Facility - §18,000 / §40,000
Little Corsican Bistro - §12,500 / §25,000
Llama Memorial Stadium - §35,000 / §80,000
Outstanding Citizens Warehouse Corp. - §15,000 / §35,000
Sacred Spleen Memorial Hospital - §30,000 / §75,000
Sharma Day Spa - §15,000 / §35,000
Wilsonoff Community Theatre - §18,000 / §40,000
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[14.01] Insects
Collectables are new in this game, basically, there is a place in your
skills journal dedicated for collections. There are several different
collections, there are those for insects, metals, gems and space rocks. It
is your goal to collect them all, but to make it fair, there are some that
are easy to find, and there are some that will be difficult to find. So if
you have the Collection Helper item, it would be very useful here, mainly
because you will need it to speed things up.
The first set of collectable items are going to be insects, which are
actually divided into two groups, Butterflies and Beatles. I think everyone
knows the difference between a butterfly and a beatle, one is in the air
and the other is on the ground.
Both insects can be caught in the wild, but the more you collect and the
further away the location you collect them in, the better your chances of
getting rare insects. When caught, you can donate them, which really means
sell them, to the Science Facility for a small profit, or you can keep them
and place them in your house, which gives an environmental boost to your
home.
Basically, it isn't hard to find either of them. One is crawling on the
ground, which is visible on a shiny white path, and the other is in the air,
causing a nice distraction.
Below is a list of both all the beatles and butterflies, as well as their
selling price, well, lowest price you will get from the Science Facility.
------------------------------------------------------
| Butterflies | Rarity | Base Value in § |
|------------------------+-----------+-----------------|
| Moth | Common | 5 |
| Monarch | Common | 10 |
| Zephyr Metalmark | Common | 25 |
| Red Admiral | Common | 35 |
| Mission Blue | Uncommon | 50 |
| Green Swallowtail | Uncommon | 90 |
| Royal Purple Butterfly | Uncommon | 150 |
| Silver-Spotted Skipper | Rare | 325 |
| Zebra Butterfly | Rare | 650 |
| Rainbow Butterfly | VERY RARE | 1080 |
------------------------------------------------------
-----------------------------------------
| Beetle | Rarity | Base Value in § |
|-----------+-----------+-----------------|
| Cockroach | Common | 1 |
| Ladybug | Common | 10 |
| Japanese | Common | 15 |
| Water | Common | 30 |
| Light | Uncommon | 40 |
| Rhino | Uncommon | 90 |
| Stag | Uncommon | 175 |
| Spotted | Rare | 400 |
| Trilobite | Rare | 750 |
| Rainbow | VERY RARE | 1400 |
-----------------------------------------
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[14.02] Gems
Gems are just that, surprisingly, there are a hell of a lot of rare gems that
can just be found on the ground around town. Basically, they are little rocks
with little coloured pointy bits protruding from it, and they are all around
town. Of course, it will be easy to find the common ones, but the rarer the
gem, the more valuable it is.
However, when you get the gem, it will be relatively useless, because you need
to get a specialist to cut it for you. For a set fee depending on the type of
cut you want, you will be able to send off the gem to a specialist to increase
the value of the gem.
There are 8 different gem cuts, and whilst only the Emerald cut is available
to you initially, the more cuts you have performed, the more cuts will be
available for you. The Oval cut is available after 4, Pear after 8, Plumbbob
after 16, Marquis after 30, Crystal Ball after 45 and Brillant after 60. And
when you have used each cut at least once, the Heart cut will be available.
Below is the list of all gems, and all the different cuts as well. Note that
value multiplier means now many times the value of the gem is multiplied after
the cut is performed.
And by Value at Min, it means the value of the gem at the minimum weight, or
the lowest value it could possibly attain. Value at Max weight means the
highest possible price you can get for the gem at maximum weight. And this is
the raw gem, before it is cut.
---------------------------------------------------------------------------
| Gem | Min. Weight | Value At Min. | Max Weight | Value at Max |
|-----------------+-------------+---------------+------------+--------------|
| Blue Topaz | 1 | 9 | 105 | 21 |
| Smoky Quartz | 1 | 15 | 105 | 25 |
| Emerald | 1 | 20 | 105 | 30 |
| Ruby | 1 | 25 | 105 | 35 |
| Yellow Sapphire | 1 | 35 | 105 | 60 |
| Tanzanite | 1 | 60 | 105 | 95 |
| Diamond | 1 | 100 | 105 | 200 |
| Rainbow Gem | 1 | 150 | 105 | 350 |
| Luminorious Gem | 1 | 450 | 105 | 700 |
| Pink Diamond | 1 | 1200 | 105 | 1650 |
---------------------------------------------------------------------------
----------------------------------------------------------------------------
| Cuts | Cuts Needed To Access | Value Multiplier | Cost of Cut in § |
|--------------+-----------------------+------------------+------------------|
| Emerald | Start | 1.25 | 10 |
| Oval | 4 | 1.50 | 20 |
| Pearl | 8 | 1.75 | 35 |
| Plumbbob | 16 | 2.00 | 50 |
| Marquis | 30 | 2.30 | 75 |
| Crystal Ball | 45 | 2.60 | 100 |
| Brillant | 60 | 3.50 | 250 |
| Heart | N/A | 5.00 | 1000 |
----------------------------------------------------------------------------
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[14.03] Precious Metals
There are 6 precious metals, well, they are found in their ore form, and you
then need to send it off to a smelter, who will smelt it down, for a fixed
fee of §40, regardless of the ore. This will turn the relatively valueless
ore into something that is a bit more valuable, an ingot that will get a 75%
increase in value after it is smelted.
Again, rarity means that you will need to constantly look hard to find the
ore that you want, the plutonium ore, which is somehow, safe to pick up.
Like gems, the metals are determined by weight, the heavier it is, the more
it is valued. There are 5 metals, Iron, Silver, Gold, Palladium and Plutonium,
and they are valued in that order.
---------------------------------------------------------------------
| Metal | Min. Weight | Value At Min. | Max Weight | Value At Max |
|-----------+-------------+---------------+------------+--------------|
| Iron | 1 | 7 | 52 | 20 |
| Silver | 1 | 25 | 52 | 35 |
| Gold | 1 | 40 | 52 | 120 |
| Palladium | 80 | 300 | 300 | 500 |
| Plutonium | 0.1 | 1000 | 5 | 1800 |
---------------------------------------------------------------------
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[14.04] Space Meteorites
Finally, the final collectable is the meteors that fall out of the sky. These
come in three sizes, the larger, the better. However, once you get the rock,
you need to identify it. However, there is a difference between these little
rocks and the other collectables. Gems and Metals will always increase in
value when your cut or smelt them, however, if you analyse the space rocks,
there is a level of risk. There is a chance that you may identify the rock
as a valuable piece of rock, and therefore, the value is increased, but there
is also a risk that it is less valuable than you thought and it lowers in
value.
This is the element of risk, because once you analyse it, you cannot analyse
it. There is an exception to the rule in which what can be done, can be
undone, it seems.
Below is a list of the different sizes that the space rock could be, and
all the different types of rocks that could be the result after you analyse
your rock, and their respective effects on the value of the meteorite.
-----------------------------------------------------------------
| Size | Min. Weight | Value At Min. | Max Weight | Value At Max |
|-------+-------------+---------------+------------+--------------|
| Small | 1 | 10 | 65 | 30 |
| Large | 100 | 50 | 1050 | 200 |
| Huge | 50000 | 2000 | 1001000 | 4500 |
-----------------------------------------------------------------
-------------------------------------------------
| Meteorite | Value Multiplier |
|------------------------------+------------------|
| Acapulcoite | 0.70 |
| Angrite | 1.00 |
| Ataxite | 1.50 |
| Aub