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THE SIMS PRIMA’S OFFICIAL STRATEGY GUIDE COMPLETE TABLES FOR Mark Cohen primagames.com ® Based on a game rated “T” by the ESRB
Transcript
  • U.S. $14.99 Can. $19.95 U.K. £9.99

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    PRIMA’S OFFICIAL STRATEGY GUIDE

    PRIMA’S O

    FFICIAL STRATEG

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    © 2001 Electronic Arts Inc. The Sims, SimCity, Maxis, theMaxis logo, Electronic Arts, EA GAMES and the EA GAMESlogo are trademarks or registered trademarks of ElectronicArts Inc. in the US and/or other countries. All rights reserved.EA GAMES™ is an Electronic Arts™ brand.

    Electronic EntertainmentPlatform: PC

    The Prima Games logo isa registered trademark ofRandom House, Inc.,registered in the UnitedStates and other countries.Primagames.com is aregistered trademark ofRandom House, Inc.,registered in the United States.

    Mark Cohenprimagames.com®

    Based on a game rated “T”

    by the ESRB

    All new section on downloadableskins, objects, houses, and families

    Step-by-step info on creating familiesand homes, and dealing with disasters

    Advanced methods for keepingyour Sims healthy and happy

    Cheat codes exposed

    Complete tables for every Sims career

    All new Political career diary: tellsyou how to shake the right handson your way to the Mayor’s mansion

  • prima’s official strategy guideprima’s official strategy guide

    Prima GamesA Division of Prima Communications, Inc.

    3000 Lava Ridge CourtRoseville, CA 95661

    (916) 787-7000www.primagames.com

    Mark Cohen

  • 2

    The Prima Games logo is a registered trademark of

    Prima Communications, Inc., registered in the

    United States and other countries. Primagames.com

    is a registered trademark of Prima Communications,

    Inc. in the United States.

    © 2001 by PrimaGames. All rights reserved. No part of this book

    may be reproduced or transmitted in any form or by any means,

    electronic or mechanical, including photocopying, recording, or by

    any information storage or retrieval system without written

    permission from Prima Publishing.

    Senior Product Manager: Jennifer CroutteauSenior Project Editor: Christy L. CurtisProject Editor: Michelle Trujillo

    © 2001 Electronic Arts Inc. The Sims, SimCity, Maxis, the Maxis

    logo, Electronic Arts, EA GAMES and the EA GAMES logo are

    trademarks or registered trademarks of Electronic Arts Inc. in the

    US and/or other countries. All rights reserved. EA GAMES™ is an

    Electronic Arts™ brand.

    All products and characters mentioned in this book are

    trademarks of their respective companies.

    Important:

    Prima Games has made every effort to determine that the

    information contained in this book is accurate. However, the

    publisher makes no warranty, either expressed or implied, as to

    the accuracy, effectiveness, or completeness of the material in this

    book; nor does the publisher assume liability for damages, either

    incidental or consequential, that may result from using the

    information in this book. The publisher cannot provide

    information regarding game play, hints and strategies, or

    problems with hardware or software. Questions should be

    directed to the support numbers provided by the game and

    device manufacturers in their documentation. Some game tricks

    require precise timing and may require repeated attempts before

    the desired result is achieved.

    ISBN: 7615-3714-7

    Library of Congress Catalog Card Number: 2001093203

    Printed in the United States of America

    AcknowledgmentsPlaying The Sims for hours tends to blur the linebetween reality and fantasy, but fortunately I hadthe assistance of the Prima publishing team tokeep me on track. A special thank you to JenniferCrotteau, Christy Curtis, and Michelle Trujillo.To Asha Johnson, thank you for your timely copyediting assistance.

    Prima thanks everyone at Maxis for their assistance.

  • 3

    The Daily Grind . . . . . . . . . . . . . . . . . . . . . . . . .46Get Plenty of Sleep . . . . . . . . . . . . . . . . . .46Set Your Alarm Clock . . . . . . . . . . . . . . . . .46Eat a Hearty Breakfast . . . . . . . . . . . . . . . .46Make Friends and Influence Your Boss . .47Take an Occasional Day Off to Recharge .47

    Major Decisions . . . . . . . . . . . . . . . . . . . . . . . . .47Business . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Entertainment . . . . . . . . . . . . . . . . . . . . . .47Law Enforcement . . . . . . . . . . . . . . . . . . . .47Life of Crime . . . . . . . . . . . . . . . . . . . . . . . .47Medicine . . . . . . . . . . . . . . . . . . . . . . . . . . .48Military . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Pro Athlete . . . . . . . . . . . . . . . . . . . . . . . . .48Science . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Xtreme . . . . . . . . . . . . . . . . . . . . . . . . . . . .48

    On the Job with The Sims . . . . . . . . . . . . . . . .49Introduction . . . . . . . . . . . . . . . . . . . . . . . .49Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49Life of Crime . . . . . . . . . . . . . . . . . . . . . . . .52Science . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Military . . . . . . . . . . . . . . . . . . . . . . . . . . . .58Entertainment . . . . . . . . . . . . . . . . . . . . . .60

    Chapter 5: Building a House . . . . . . . . . . . . . . . . .63Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .64Design Considerations . . . . . . . . . . . . . . . . . . .64Terrain Tools . . . . . . . . . . . . . . . . . . . . . . . . . . .65Wall and Fence Tools . . . . . . . . . . . . . . . . . . . .65

    Wall Tool . . . . . . . . . . . . . . . . . . . . . . . . . . .66Door and Window Tools . . . . . . . . . . . . . . . . .67

    Door Tool . . . . . . . . . . . . . . . . . . . . . . . . . .67Window Tool . . . . . . . . . . . . . . . . . . . . . . .67

    Floor Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Flooring Types . . . . . . . . . . . . . . . . . . . . . .69

    Wallpaper Tool . . . . . . . . . . . . . . . . . . . . . . . . .69Wallpaper Types . . . . . . . . . . . . . . . . . . . . .69

    Stair Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69Roof Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70Water Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . .70Fireplace Tool . . . . . . . . . . . . . . . . . . . . . . . . . .71

    ContentsIntroduction: How to Use this Book . . . . . .5

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Chapter 1: What’s Your Sim Sign? . . . . . . . . . . . . .8

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .9It’s in the Stars . . . . . . . . . . . . . . . . . . . . . . . . .9Personality Traits . . . . . . . . . . . . . . . . . . . . . . . .9

    Neat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Outgoing . . . . . . . . . . . . . . . . . . . . . . . . . .10Active . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11Playful . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Nice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

    Personality Tables . . . . . . . . . . . . . . . . . . . . . . .13Chapter 2: Motives—I Want, I Need; Therefore, I Am a Sim! . . . . . . . . . . . . . . . . . . . . . .14

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .15What Is a Motive? . . . . . . . . . . . . . . . . . . . . . . .15Mood Rating . . . . . . . . . . . . . . . . . . . . . . . . . . .15The Motives . . . . . . . . . . . . . . . . . . . . . . . . . . . .16

    Hunger . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Comfort . . . . . . . . . . . . . . . . . . . . . . . . . . .16Hygiene . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Bladder . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Social . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

    Object Advertising Values . . . . . . . . . . . . . . . .24Chapter 3: Interacting with Other Sims . . . . . . . .31

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .32Relationship Scores . . . . . . . . . . . . . . . . . . . . . .32Social Interactions . . . . . . . . . . . . . . . . . . . . . . .32

    Good Old Conversation . . . . . . . . . . . . . . .32Physical Contact . . . . . . . . . . . . . . . . . . . . .35

    Chapter 4: 9 to 5—Climbing the Career Ladder . .37Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .38Your First Job . . . . . . . . . . . . . . . . . . . . . . . . . .38Developing Your Skills . . . . . . . . . . . . . . . . . . .39Sim Career Tracks . . . . . . . . . . . . . . . . . . . . . . .40

  • 4

    Plant Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71Plant Types . . . . . . . . . . . . . . . . . . . . . . . . .71

    Special Editing Tools . . . . . . . . . . . . . . . . . . . . .71Chapter 6: Material Sims . . . . . . . . . . . . . . . . . . . .73

    Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .74Buying for Needs, Instead of Needing to Buy . . . . . . . . . . . . . . . . . . . . . . . . .74Sims Can Be Hard to Please . . . . . . . . . . . . . . .75Your Diminishing Net Worth . . . . . . . . . . . . . .76The Sims Buying Guide . . . . . . . . . . . . . . . . . .82

    Seating . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . .88Decorative . . . . . . . . . . . . . . . . . . . . . . . . .91Electronics . . . . . . . . . . . . . . . . . . . . . . . . . .95Televisions . . . . . . . . . . . . . . . . . . . . . . . . . .96Appliances . . . . . . . . . . . . . . . . . . . . . . . . .99Plumbing . . . . . . . . . . . . . . . . . . . . . . . . . .102Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . .104Miscellaneous . . . . . . . . . . . . . . . . . . . . . . .107

    Chapter 7: All in the Family . . . . . . . . . . . . . . . . . .111Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .112You Can Make It Alone . . . . . . . . . . . . . . . . . .112

    The Single Sim’s Career . . . . . . . . . . . . . . .112Designing a Bachelor Pad . . . . . . . . . . . . .112

    Leaving the Single Life . . . . . . . . . . . . . . . . . . .113Married, with Children . . . . . . . . . . . . . . . . . . .114

    Conception . . . . . . . . . . . . . . . . . . . . . . . . .114Building and MaintainingHealthy Relationships . . . . . . . . . . . . . . . . . . . .116

    Talk Is Cheap . . . . . . . . . . . . . . . . . . . . . . .116Finding Time to Socialize . . . . . . . . . . . . .116Positive Social Events . . . . . . . . . . . . . . . . .116Stockpiling Potential Friends . . . . . . . . . .117Visitors Coming and Going . . . . . . . . . . . .118Guest Activities . . . . . . . . . . . . . . . . . . . . .118Social Interactions . . . . . . . . . . . . . . . . . . .119

    Chapter 8: A Day in the Life . . . . . . . . . . . . . . . . .120Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .121As the Sim Turns . . . . . . . . . . . . . . . . . . . . . .121Life with the Pleasants . . . . . . . . . . . . . . . . . . .125Pity the Poor Bachelor . . . . . . . . . . . . . . . . . . .127Kids Are People, Too . . . . . . . . . . . . . . . . . . . .128Skillful Sims . . . . . . . . . . . . . . . . . . . . . . . . . . . .129As the Sim Turns: Part Two . . . . . . . . . . . . . .130Sims in the Kitchen . . . . . . . . . . . . . . . . . . . . . .132

    Chapter 9: Survival Tips . . . . . . . . . . . . . . . . . . . . .134Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .135Hunger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135

    Maximize Food Quality and Preparation Time . . . . . . . . . . . . . . . . . . . .135Make Breakfast the Night Before . . . . . . .136

    Comfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137When You Gotta Go, Go in Style . . . . . . .137

    Hygiene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137Your Mother Was Right . . . . . . . . . . . . . . .137Flush Your Troubles Away . . . . . . . . . . . . .138

    Bladder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138

    Getting Enough Sleep with Baby . . . . . . .138Kids Make Great Babysitters . . . . . . . . . . .138

    Fun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139Finding the Right Activity for Your Sim . .139When in Doubt, Entertain Someone . . . .139

    Social . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140Cheats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141

    Chapter 10: Extending Your World . . . . . . . . . . . .142Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .143Downloads . . . . . . . . . . . . . . . . . . . . . . . . . . . .143

    Art Studio! . . . . . . . . . . . . . . . . . . . . . . . . .143Sims File Cop . . . . . . . . . . . . . . . . . . . . . . .144Facelift . . . . . . . . . . . . . . . . . . . . . . . . . . . .144HomeCrafter . . . . . . . . . . . . . . . . . . . . . . . .145SimShow . . . . . . . . . . . . . . . . . . . . . . . . . . .145

    Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146. .

  • introduction:how to use this book

    introduction:how to use this book

  • 6

    We also include pictorial diaries for 5 of the 10The Sims careers, highlighting each promotion andproviding a sampling of random events. Weselected these careers because they requiredevelopment of all six career skills: Cooking,Mechanical, Body, Charisma, Creativity, and Logic.

    Chapter 5, “Building a House,” has buildingtutorials that take you through every step of theconstruction process, from putting up the framingto slapping on the final coat of paint. Our topicsinclude walls, windows, doors, wall coverings,stairways and second stories, pools, andlandscaping.

    A Sim home is empty until you fill it with lots ofstuff. Chapter 6, “Material Sims,” provides factsand statistics on every single object you can buy,more than 150 items in all. In addition to data anddescriptions, we use detailed lists and tables toshow how items relate to each other, and howsome objects can even alter the effectiveness ofother objects.

    IntroductionTrying to distill the essence of The Sims into astrategy guide is in many ways an impossible task.Unlike traditional computer games that have abeginning, a middle, and an end, The Sims onlyhas a middle. Once you get used to your charactersand their world, the game settles into a never-ending adventure that is limited only by yourimagination, or your capacity for the absurd,whichever comes first. The faster you start fiddlingwith your Sims’ lives—for better or for worse—thesooner you’ll experience the wonder of this game,so without further ado, here’s what to expect inthe following pages.

    Chapter 1, “What's Your Sim Sign?”, explainshow a Sim thinks, acts, and reacts in varioussituations. At the beginning of the game, you canmold your Sims‘ basic personalities, and we tellyou how these traits will affect their lives.

    Chapter 2, “Motives—I Want, I Need; Therefore,I Am a Sim!”, explains the eight primal urges thatdrive all Sims. We cover each one in detail, andthen blend the information with the previouschapter, so that you begin to understand how aSim’s actions can be manipulated by you, and byother Sims.

    Sims are very social creatures, and this can be ablessing or a curse. Chapter 3, “Interacting withOther Sims,” shows you how and why a Siminteracts with others, and explains the benefitsand pitfalls that accompany friendships, loverelationships, marriage, and children.

    Chapter 4, “9 to 5—Climbing the CareerLadder,” looks at the working life of a Sim. Youhave myriad career choices and opportunities foradvancement, and we provide you with the toolsto get the job and promotions that will make yourSim financially successful.

  • 7

    introduction: how to use this book

    Now, it‘s time to put everything you know intoaction. We devote chapter 7, “All in the Family,”and to describing the common and not-so-common events in a Sim’s life. Get ready for a wildride as we give you insights on single life,relationships, having children, making friends,dealing with disasters, and even dying. You didn’tthink Sims lived forever did you?

    Chapter 8, “A Day in the Life,” follows a few ofour families as they handle the ups and downs foSim life. Check it out to see examples of our Simsin interesting situations.

    Chapter 9, “Sim Survival Tips,” is a quick-reference guide for times of crisis. Simply turn tothe appropriate Motive and save your Sim’s lifewith one of our game-tested tips. Or, if you’refeeling devious, check out our cheats to satisfyyour Sim’s needs.

    We finish up with chapter 10, “Extending YourWorld.” Find suggestions for extending your Simenvironment with special utilities and third partycreations. You won‘t believe how many people arehooked on this game, and you‘ll be amazed at thethousands of new skins, heads, objects, homes, andwallpapers available to you…absolutely free ondozens of Sim websites.

  • Chapter 1:WHAT’s your sim sign?

    Chapter 1:WHAT’s your sim sign?

  • 9

    Chapter 1: what’s your sim sign?

    IntroductionWhen you are charged with the solemn task ofcreating a Sim from scratch, you have 25 points todistribute over five traits: Neat, Outgoing, Active,Playful, and Nice. Whether we admit it or not, allof us have an inherent wish to be perfectlybalanced people (or Sims). Of course, you can takethe easy way out and award five points in everycategory, creating a generic Sim. You’ll spend lesstime managing a middle-of-the-road Sim becausein most situations, he or she will do the rightthing. If you’d rather play it safe, skip this chapterand move right to “Motives: I Want…INeed…Therefore, I Am a Sim”. If not, read on aswe describe the subtle (and sometimes dramatic)outcomes that your personality ratings will inspire.

    It’s in the StarsAs you play with the personality bars, you’ll notethe changing zodiac sign that appears on thescreen. Of course, a serious astrologer would arguethat a true personality profile is based on muchmore than five traits. However, if you have a basicunderstanding of newspaper horoscopes, you’ll beable to recognize yourself, or someone close toyou, as you create a Sim personality. In the nextsection we’ll look at each trait and examine thepotential effects of your ratings in various gamesituations. But first, let’s take a look at basicinterpersonal compatibility as seen through theeyes of the zodiac. The following table gives youthe best and worst matchups for friends andlovers. This doesn’t necessarily imply that any otherRelationship outside of the table is doomed; it ismerely an indication of how hard you’ll have towork on it.

    Sims Zodiac Compatibility TableSign Attracted To Repelled ByAries Gemini/Taurus Cancer/LibraTaurus Aries/Libra Virgo/CancerGemini Pisces/Virgo Capricorn/AriesCancer Taurus/Scorpio Gemini/AriesVirgo Aquarius/Sagittarius Leo/TaurusLibra Virgo/Cancer Pisces/ScorpioScorpio Pisces/Leo Libra/AquariusSagittarius Pisces/Capricorn Libra/ScorpioLeo Sagittarius/Cancer Capricorn/GeminiCapricorn Aquarius/Taurus Leo/GeminiAquarius Capricorn/Sagittarius Scorpio/VirgoPisces Scorpio/Gemini Leo/Aries

    Personality Traits The following sections review what you canexpect from each type of Sim, with examples ofhow different personality traits will manifestduring the game. For our purposes, we’ll dividethe ratings bar into three sections: Low (1–3),Average (4–7), and High (8–10). These numberscorrespond to the number of light blue bars tothe right of each trait.

    NeatLowDon’t expect these Sims to pick up their dirtydishes, wash their hands after using the bathroom,or take timely showers. They are perfectly contentto let others clean up their messes.

  • 10

    OutgoingLowShy, reserved, Sims have less pressing needs forSocial interaction, so it will be more difficult topursue friendships with other Sims, although theycan still carry on stimulating conversations. Withintheir own home, a shy Sim may be less interested inreceiving hugs, kisses, and back rubs, so if you arelooking for romance, it would be a good idea tofind a compatible target (see zodiac chart on p. 2).

    MediumAt least these Sims keep themselves relativelyclean, and you can depend on them to clean uptheir own messes. Occasionally they’ll even cleanup another Sim’s garbage, but you might have tointervene if you have several cleanup items thatneed attention.

    Fig. 1-1. The kitchenfloor is a perfectplace for this messySim’s snackleavings.

    Fig. 1-2. Afterslopping water allover the bathroomduring his shower,this moderatelyneat Sim mops uphis mess beforeleaving the room.

    HighA super-neat Sim always checks the vicinity for dirtydishes and old newspapers, and of course, personalhygiene is a big priority. One of these Sims cancompensate for one or two slobs in a household.

    Fig. 1-3. Thisfastidious Sim goesstraight to thebathtub after ahard day’s work.

    Fig. 1-4. This Simcringes at thethought of a backrub—poor guy.

  • 11

    Chapter 1: what’s your sim sign?

    MediumIt will be a little easier to get this Sim to mix withstrangers and enjoy a little intimacy from hishousemates. Don’t expect a party animal, but you’llbe able to entice your guests into most activities.

    ActiveLowForget about pumping iron or swimming 100laps at 5:00 a.m. These Sims prefer a soft easychair to a hard workout. A sofa and a good TVare high on their priority list. In fact, if theydon’t get their daily ration of vegging, theirComfort scores will suffer.Fig. 1-5. Come on

    everyone, let’s hitthe pool!

    HighThis Sim needs plenty of Social stimulation toprevent his or her Social score from plummeting.You’ll have no trouble throwing parties or breakingthe ice with just about any personality type.

    Fig. 1-6. Thisoutgoing Sim isstill unconsciousfrom last night’spool party, and shehas inspired theclose friendship ofanother man.Hmmm.

    Fig. 1-7. This Simsays “No way!” to asession on theexercise bench.

    MediumThese Sims strike a good balance between relaxingand breaking a sweat. They dance, swim, and evenshoot hoops without expressing discomfort.

    Fig. 1-8. His Activerating is only a four,but that doesn’tstop this Sim fromshooting hoops inhis jammies.

  • 12

    MediumThese well-rounded Sims are usually receptive to agood joke and don’t mind a little tickling. Theymay not be the first ones on the dance floor, butthey’ll join in with a good crowd.

    HighActive Sims like to pick up the pace rather than fallasleep on the sofa in front of the TV. Get theseSims a pool, basketball hoop, or exercise bench,and plan on dancing the night away with friends.

    Fig. 1-9. Even inher business suit,this active Simwill gladly leaveMortimer on thesofa and pumpsome iron inthe backyard.

    PlayfulLowGet these Sims a bookcase, a comfortable chair,and plenty of books. If reading isn’t an option,looking at a painting or playing a game of chesswill do just fine.

    Fig. 1-10. There’salways time towatch the fish, forthis less-than-playful Sim.

    Fig. 1-11. This Sim isPlayful enough todance, even thoughshe is overdue fora shower.

    HighCan you spell P-A-R-T-Y? These Sims love to havea few drinks, dance to good music, and invite lotsof guests over to the house. They love tellingjokes, and they are usually ready to laugh atothers’ stories.

    Fig. 1-12. ThisPlayful kid wouldget the Maid in thepool for a game ofchicken, if only shewould respond.

  • 13

    Chapter 1: what’s your sim sign?

    NiceLowThere is nothing redeeming about a grouchy Sim.They are always ready to tease or insult their friends,and they love to brag. A Sim with a low Nice ratingshould be dropped from your guest list immediately,or asked to leave if he or she shows up.

    HighThese Sims just want to make the world a betterplace for everyone. If there was a Sim beautycontest, the winner would be extremely “Nice.”

    Fig. 1-13. Usually acompliment elicitsa nice response,but not so withwith sourpuss.

    MediumThis Sim keeps an even keel about most things. Ofall the traits, Nice is the least destructive if youaward at least four points. Only the nastiest Simscan get under a medium-Nice Sim’s skin.

    Fig. 1-14. This Simhas time for agood tickle, evenwhile mopping upthe bathroom.

    Fig. 1-15. Even afterspending the nighton the kitchen floor,this Sim still knowshow to complimenther mate.

    Personality TablesThe following tables demonstrate how personalitytraits affect Fun scores and Skill development.

    Traits that Raise Max Fun ValuePersonality Trait Raises Max Fun Score ForPlayful Aquarium, Chess Table,

    Computer, Doll House, Flamingo, Pinball, TV (Cartoon Channel), VR Glasses

    Serious (Low Playful) Newspaper (Read)Active Basketball Hoop, Play

    Structure, TV (Action Channel)

    Outgoing Hot Tub, TV (Romance Channel)

    Grouchy (Low Nice) TV (Horror Channel)

    Skills Accelerated by PersonalitySkill Objects Used to Trait Accelerator

    Increase SkillCreativity Easel, Piano Playful Body Exercise Machine, Active

    Swimming PoolCharisma Medicine Cabinet, Outgoing

    Mirrors

  • Chapter 2:MOTIVES—I WANT, I NEED;THEREFORE, I AM A SIM!

    Chapter 2:MOTIVES—I WANT, I NEED;THEREFORE, I AM A SIM!

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    Chapter 2: motives—i want, i need; therefore, i am a sim!

    IntroductionWhen you consider how many needs, traits, anddesires make up a Sim’s personality, it would be aninjustice to call it AI. Never before has a computer-generated character interacted so completely withboth the game and the gamer while maintaining aunique (and ever-changing) personality. Is it anywonder that The Sims has topped the PC saleschart for nearly two years running?

    In the previous chapter we discussed a Sim’spersonality traits. It painted a broad picture of thevarious types of Sims you might encounter in thegame, much the same as a newspaper horoscopetells a superficial story of a person’s life. In thischapter, we advance from broad-brush personalitytraits to the eight powerful Motives that drive aSim’s every action. We cover each Motive in detail,but first, let’s begin with a few basic definitions.

    What Is a Motive?A Motive is, very simply, a need. Your Sims followthese needs, based on their own instincts and alittle help from you. If you activate Free Will in theOptions menu, your Sims will also make their owndecisions, based on changing needs. Afterselecting a Motive to fulfill, be it Hunger orHygiene, the Sim is “rewarded” with Motivepoints. These points raise the correspondingMotive score.

    The eight Motive scores are displayed on theright side of the control panel. A Motive rating isconsidered positive if the bar is green, andnegative if it is red. Internally, the game uses a200-point system, with positive (green) ratingsbetween 0 and 100, and negative (red) ratingsfrom 0 to -100.

    Mood RatingThe game control panel also displays a MoodRating, just to the right of the Sim character icons.If the rating is positive, you see up to five greenbars displayed above the comedy/tragedy masks.When the Mood Rating is negative, it displays upto five red bars below the masks.

    In calculating the Mood Rating, each of theeight Motives is weighted, based on how criticalit is to sustaining a Sim’s life. Hence, Hunger,Bladder, and Energy, which are all related to aSim’s physical well-being, carry more weight thanthe noncritical Motives such as Social, Fun, orRoom. So, if a Sim is hungry and tired, aspictured in figure 2-1, the overall Mood Ratingwill be relatively low, even if several otherMotives are high.

    Without Free Will, your Sims depend entirelyon your input to keep them alive. If you don’ttell them to eat, they will starve, andeventually die.

    Fig. 2-1. This Simkid’s overall MoodRating is barelypositive, due to thefact that he isstarving and lowon Energy.

    When any of the Sims’ eight Motivesdrop below a certain level, a Sim willcease an activity that doesn’t improve

    the Motive in distress. So, you’ll see low-priorityitems drop out of the activity queue, or your Simwill add an activity that addresses the critical need.

  • 16

    Hunger Score for Each Meal, Snack, or GiftMeal Type Hunger Motive Bar PointsSnack 9Quick Meal 16Full Meal 16Group Meal (per serving) 16Pizza (per serving) 33Candy Box (gift) 3 (per serving,

    12 servings per box)Fruitcake (gift) 7 (per slice,

    6 slices per box)

    ComfortThe next category listed in the Needs section ofthe control panel is considerably less importantthan Hunger. Sims like to be comfortable, and theylove cushy chairs, oversized sofas, and supportivebeds. Spending more money on these objectstranslates into greater Motive rewards. However, ifyour budget is tight, you must still furnish thehouse with basic furniture or your Sims will expresstheir discomfort.

    The MotivesIn the following sections we describe the eightMotives, using several tables to show you how andwhy a Sim reacts to different objects in theenvironment. By recognizing the relationshipsbetween Motives and objects, you’ll begin tounderstand how a Sim considers a perpetualbarrage of options. Once you do this, the onlyremaining question is, “Who is really in chargehere, you or the Sim?”

    Aside from the overall Motive weightingsystem, each Sim suffers different rates ofMotive depreciation based on personality traits.For example, a Playful Sim must have more“rewards” to maintain the Fun Motive bar.Similarly, an Outgoing Sim requires moreinteraction with other Sims to maintain theSocial score.

    HungerFor obvious reasons, a Sim cannot survive for verylong without food. We’ll cover the details of foodpreparation in a later chapter, but for now let’sfocus on the basics. As long as you have a refrig-erator, a Sim can enjoy a Snack, Quick Meal, FullMeal, or Group Meal (same as a Full Meal, exceptone of the Sims prepares several servings). Inaddition to preparing food, a Sim with atelephone can order out for Pizza, or enjoy foodthat was brought as a gift (Candy Box orFruitcake). The Hunger Motive bar points awardedwith each meal are outlined in the following table.

    Fig. 2-2. This Simfamily enjoys ameal together.Mom’s Hunger baris in the worstshape, so she has asecond meal plateat the ready.

  • Chapter 2: motives—i want, i need; therefore, i am a sim!

    Hunger, Bladder, Energy, and Comfort are themost demanding of Motives, because if any onescore drops below a certain level, the Sim willimmediately exit his or her current activity toremedy the deficit. The following table lists theexit triggers for each category.

    Mandatory Exit FactorsMotive Sim Type Exits Current Interaction

    When Motive Drops BelowBladder Resident -85Bladder Visitor -80Comfort Resident -90Comfort Visitor -60Energy Resident -80Energy Visitor -70Hunger Resident -80Hunger Visitor -40

    BladderIf you can’t satisfy the Bladder urge, you’ll becleaning up puddles on the floor. Just make sureyou find a bathroom before the Motive bar turnsfull red. A Sloppy Sim creates an additional risk bynot regularly flushing the toilet. If you don’t issuetimely reminders, the toilet could get clogged,causing a major mess.

    Fig. 2-3. With only acheap chair andloveseat, this Sim’sComfort score ismired in the red.

    HygieneBad Hygiene will never kill a Sim, although it mayseriously gross out others in the immediate vicinity.Solving this problem is easy—have your Sims washtheir hands or take a shower. You can alsocombine Hygiene with other Motives. Taking abath boosts the Hygiene and Comfort scores, whilea soak in the hot tub (with friends) rewards theHygiene, Comfort, Social, and Fun Motive bars.

    Fig. 2-4. Three outof four Motivescores are on theway up while thiscouple enjoys a hottub soak.

    The Hygiene score takes a nose dive if a Simcan’t get to the bathroom in time and pees onthe floor.

    Pay special attention to the Bladder bar whenyour Sim spends time at the Beverage Bar ordrinks a lot of coffee.

    17

  • 18

    FunSims like to cut loose from the daily grind andhave Fun, but depending upon their personalities,they prefer different activities. For example, aPlayful Sim leans toward computer games, pinballmachines, and train sets; while a more Serious Simwould rather sit down to a quiet game of chess orspend a few minutes gazing at a painting.

    EnergyWe’re talking sleep, pure and simple. Ideally, agood night’s sleep should turn the bar completelygreen. This will happen at varying rates,depending upon the quality of the mattress, soyou can get by on less sleep if you splurge for anexpensive bed. If your Sim can’t get to thebedroom or a couch before the Energy bar turnscompletely red, the floor becomes your onlyoption. If this happens, wake your Sim and findthe closest bed. A night on the hard floor willdegrade your Sim’s Comfort level to zero, whileonly restoring partial energy.

    If your Sim stays up too late playing computergames, a shot of espresso provides a temporaryEnergy boost, although it will also fill the Bladderat an increased rate. Espresso has a powerfuleffect, but it takes longer to consume, which couldbe a problem if the car pool driver is honking.

    Fig. 2-5. This Sim’sBladder is not quitefull, but unless hisguest vacates thebathroom soon, hecould be in trouble.

    Fig. 2-6. It neverhurts to send yourkids to bed early,because if they aretired in themorning, a coffeejolt is not an option.

    Fig. 2-7. These twoSims enjoy a gameof pool after work.

    Kids need to have more Fun than adults, andthe effects of a single play session deterioratefaster for kids than for their older counterparts.Hence, it is a good idea to fill the house withplenty of juvenile diversions if you have children.

    There are four different types of Funactivities: Extended, One-Time, Timed, andEndless. The following lists and tables provideadditional information, including exit factors, forthese pursuits.

    Extended Fun ActivitiesSims exit the following extended activities afterreaching the maximum Fun score for theirpersonality types. Hence, a Playful, Active Simwill stay on the basketball court longer than aSerious Sim.

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    Chapter 2: motives—i want, i need; therefore, i am a sim!

    • Basketball Hoop

    • Bookshelf (reading)

    • Dollhouse

    • Computer (playing games)

    • Pinball Machine

    • Play Structure

    • Stereo

    • Toy Box

    • Train Set

    • TV

    • VR Glasses

    One-Time Fun ActivitiesThe following activities raise a Sim’s Fun score oncewith each interaction. It may take severalinteractions with the same activity for a Sim toreach the maximum Fun level.

    Object ActionAquarium Feed or watch fishBaby PlayDiving Board Dive into the poolEspresso Machine Drink espressoFountain ViewLava Lamp ViewPainting ViewSculpture View

    Timed (Pre-set) Fun ActivitiesAs with the one-time activities listed above, a Simmay need to repeat the following activities toachieve maximum Fun points.

    • Chess Set

    • Pool Table

    Endless Fun• Hot Tub: A Sim will stay in the tub until Fun,

    Comfort, Social, and Hygiene numbers reachmaximum levels.

    • Swimming Pool: A Sim will keep doing lapsuntil another Motive takes effect, or until youassign him or her to another activity.

    SocialSims crave other Sims, especially if they areOutgoing. Although they won’t die withoutsocializing, it is a good idea to devote a portionof each day to a group activity, even if it is asimple hot tub session with your Sim’s mate, or afamily meal.

    Fig. 2-8. A casualconversation duringbreakfast raises thisSim’s Social score.

    The following table summarizes all of thepossible Social interactions between adults andchildren. We take this one step further in the nextchapter, “Interacting with Other Sims,” where weexamine Relationships.

  • 20

    The following table lists the factors that governthe choices that appear on a Social actions menu.For example, two Sims who are strangers are notlikely to have the options to kiss or hug.Additionally, the table lists key factors thatdetermine the eventual outcome.

    Adult-Child InteractionsAction Adult to CHild to Adult child to

    Adult child to child AdultApologize X — — —Attack X X — —Brag X X X XCall Here X X X XCheer Up X X X XCompliment X — — —Dance X — — —Entertain X X X XFlirt X — — —Give Back Rub X — — —Give Gift X X X XHug X X X XInsult X X X XJoke X X X XKiss X — — —Say Goodbye X X X —Scare X X X XSlap X — — —Tag — X — —Talk X X X XTease X X X XTickle X X X X

    Social Outcome ModifiersYou didn’t expect a Sim Social encounter to besimple, did you? When one Sim communicateswith another, several calculations determine theoutcome. Factors include age (adult or child), sex,mood, and personality traits, not to mention thecurrent state of their Relationship. Also, a Sim withstrong Social needs (but few friends) may expectmore from an encounter with a Sim who hassimilar needs.

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    Chapter 2: motives—i want, i need; therefore, i am a sim!

    Social Outcome FactorsInteraction Factors That Determine Factors That

    Appearance on the Menu Determine OutcomeApologize rel moodAttack age, nice, mood, rel bodyBack Rub age, nice, mood, rel, out, ss rel, out, ssBrag nice, out, social, rel rel, moodCheer Up ff, mood (of friend), nice relCompliment age, nice, out, mood, rel rel, moodDance age, mood, out, rel rel, out, moodEntertain social, out, play, mood, rel play, relFlirt age, social, ss, out, mood, rel, rom rel, mood, ssGift vis, budget, nice, mood, rel rel, moodHug age, out, mood, rel, ss rel, out, mood, ssInsult nice, mood, rel niceJoke play, mood, rel play, mood, relKiss ss, mood, rel, age rel, mood, ssScare nice, mood, play, rel play, moodSlap age, nice, mood, rel nice, moodTalk mood, rel, out topics matchTease nice, mood, rel rel, moodTickle social, out, play, active, mood, rel rel, play

    rel = Relationship

    out = Outgoing

    play = Playful

    ff = Friend Flag

    ss = Same Sex

    rom = Romance Flag

    age = Adult/Child

    social = Social Motive Value

    vis = Visitor

    budget = Household Budget

    nice = Nice

    body = Body

  • 22

    Negative Impact on Room Score• Trash

    • Floods

    • Dirty plates

    • Meals with flies

    • Full trash cans/compactors

    • Dead plants

    • Puddle or ash pile

    • Dead fish in aquariums

    • Dirty objects (shower, toilet, tub)

    The following table lists the positive ornegative value of every object in The Sims.

    Room ScoreObject State/Type Room ScoreAquarium Fish Alive 25

    Dirty -25Dirty and/or Dead -50

    Ash N/A -10Bar N/A 20Bed Unmade (Any Bed) -10

    Made Mission 30Made (Other than Mission) 10

    Chair Parisienne 25Empress 10

    Clock (Grandfather) N/A 50Computer Broken -25Counter Barcelona 15Desk Redmond 15Dresser Antique Armoire 20

    Oak Armoire 10Fire N/A -100

    RoomThis is a combined rating that analyzes the designand contents of the current room, and translatesit into a Room score. Of all the Motives, Room isthe least important. However, if you love yourSim, you’ll want to create the best possibleenvironment. The most important contributingfactors to Room score are:

    • Light: Sims hate dark rooms, so fill your housewith sunlight (windows and paned doors),lamps, and wall lights.

    • Room Size: Don’t cramp your Sims intotiny rooms.

    • Corners: As mentioned in the “Building aHouse” chapter, Sims love corners.

    • State of Repair: Any items that are notfunctioning properly detract from the Roomscore (see following list).

    Fig. 2-9. Whowouldn’t love akitchen like this? It’sbright, roomy, nicelyfurnished, andpacked with high-tech appliances.

  • 23

    Chapter 2: motives—i want, i need; therefore, i am a sim!

    Object State/Type Room ScoreFireplace Library Edition (No Fire) 20

    Library Edition (Fire) 75Worcestershire (No Fire) 15

    Worcestershire (Fire) 60Bostonian (No Fire) 10

    Bostonian (Fire) 45Modesto (No Fire) 5

    Modesto (Fire) 30Flamingo N/A 10Flood N/A -25Flowers Healthy 20(Outdoor)

    Dead -20Flowers/Plants Healthy 10(Indoor)

    Wilted 0Dead -10

    Food Snack (Spoiled) -15Fruitcake (Empty Plate) -5

    BBQ Group Meal (Spoiled) -20BBQ Single Meal (Spoiled) -15

    Empty Plate -10Pizza Slice (Spoiled) -10Pizza Box (Spoiled) -25

    Candy (Spoiled) -5Group Meal (Spoiled) -20

    Meal (Spoiled) -25Quick Meal (Spoiled) -20

    Fountain N/A 25Flowers (Gift) Dead -10

    Alive 20Lamp Not Broken 10Lava Lamp N/A 20Newspaper Old Newspapers -20Piano N/A 30

    Object State/Type Room ScorePinball Machine Broken -15Shower Broken -15Sofa N/A 20(Deiter or Dolce)Stereo Strings 25Table Mesa 15

    Parisienne 25Toilet Clogged -10Train Set Small 25Trash Can (Inside) Full -20Trash Compactor Full -25Trash Pile N/A -20TV Soma 20

    Broken (Any TV) -15

  • 24

    Object Advertising ValuesEarlier in the chapter we mentioned that Sims receive Motive rewards when they select an activity. Ifyou are in complete control of your Sims (Free Will is off), you determine their choices. However, withFree Will on, Sims constantly poll their surroundings to compare which objects are “advertising” themost attractive rewards. The following table includes a Motive profile of every object in The Sims.

    Object Advertising ValuesObject Type Possible Object Advertised Advertised Personality Reduced Effects

    Interactions Variations Motive Value Trait Modifier (over distance)Aquarium Clean & Restock N/A Room 30 Neat Medium

    Feed Fish N/A Room 10 Nice HighN/A Fun 10 Playful High

    Watch Fish N/A Fun 10 Playful HighAsh Sweep Up N/A Energy 23 N/A Medium

    N/A Room 50 Neat MediumBaby Play N/A Fun 50 Playful MediumBar Have Drink N/A Room 30 N/A Low

    Grill Barbecue Energy -10 N/A LowHunger 40 Cooking Low

    Basketball Hoop Join N/A Fun 30 Active HighN/A Social 20 N/A MediumN/A Energy -20 N/A Medium

    Play N/A Fun 30 Active HighN/A Energy -20 N/A High

    Bed Make Bed All Beds Room 25 Neat HighSleep Double Bed Energy 65 N/A None

    (Cheap Eazzzzze)Double Bed Energy 67 N/A None(Napoleon)Double Bed Energy 70 N/A None

    (Mission)Single Bed Energy 60 N/A None(Spartan)

    Single Bed Energy 63 N/A None(Tyke Nyte)

    Tuck in Kid All Beds Energy 160 Nice None

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    Chapter 2: motives—i want, i need; therefore, i am a sim!

    Object Type Possible Object Advertised Advertised Personality Reduced Effects Interactions Variations Motive Value Trait Modifier (over distance)

    Bookcase Read a Book Bookcase Fun 10 Serious High(Pine)

    Bookcase Fun 20 Serious High(Amishim)Bookcase Fun 30 Serious High

    (Libri di Regina)Chair Sit Wicker Comfort 20 N/A Medium(Living Room)

    Country Class Comfort 20 N/A MediumCitronel Comfort 20 N/A MediumSarrbach Comfort 20 N/A Medium

    Chair Sit Werkbunnst Comfort 25 N/A Medium(Dining Room)

    Teak Comfort 25 N/A MediumEmpress Comfort 25 N/A Medium

    Parisienne Comfort 25 N/A MediumChair Sit Office Chair Comfort 20 N/A Medium(Office/Deck)

    Deck Chair Comfort 20 N/A MediumChair (Recliner) Nap Both Recliners Energy 15 Lazy High

    Both Recliners Comfort 20 Lazy MediumSit Both Recliners Comfort 30 Lazy Medium

    Chess Join Chess Set Fun 40 Outgoing HighSocial 40 N/A Medium

    Play Fun 35 Serious High Clock Wind N/A Room 40 Neat High(Grandfather)Coffee Drink Espresso N/A Energy 115 N/A Medium(Espresso Machine)

    N/A Fun 10 N/A HighN/A Bladder -10 N/A High

    Coffeemaker Drink Coffee N/A Bladder -5 N/A HighN/A Energy 115 N/A Medium

  • 26

    Object Type Possible Object Advertised Advertised Personality Reduced Effects Interactions Variations Motive Value Trait Modifier (over distance)

    Computer Play Moneywell Fun 30 Playful HighMicroscotch Fun 35 Playful High

    Brahma Fun 40 Playful HighMarco Fun 50 Playful High

    Turn Off All Computers Energy 220 Neat MediumDollhouse Play N/A Fun 30 Playful High

    Watch N/A Fun 30 Playful MediumN/A Social 30 N/A Medium

    Easel Paint N/A Fun 20 N/A HighFlamingo Kick N/A Mood 15 Grouchy High

    View N/A Fun 10 Playful HighFlood Clean N/A Room 80 Neat HighFlowers Stomp On N/A Mood 10 Grouchy High(Outdoor)

    Water N/A Room 20 Neat MediumFlowers/Plants Throw Out N/A Room 50 Neat Medium(Indoor)

    Water N/A Room 25 Neat MediumFood Clean All Meal/ Room 20 Neat Medium

    Snack TypesPrepare BBQ Group Hunger 90 N/A Lowand Eat Meal

    BBQ Single Hunger 80 N/A LowCandy Hunger 30 N/A Low

    Fruitcake Hunger 30 N/A Low(Group Meal)

    Fruitcake Hunger 80 N/A Low(Slice)

    Light Meal Hunger 80 N/A LowPizza Box Hunger 90 N/A LowPizza Slice Hunger 80 N/A Low

    Regular Hunger 90 N/A LowGroup Meal

    Regular Hunger 80 N/A LowSingle Meal

    Snack Hunger 25 N/A Low

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    Chapter 2: motives—i want, i need; therefore, i am a sim!

    Object Type Possible Object Advertised Advertised Personality Reduced Effects Interactions Variations Motive Value Trait Modifier (over distance)

    Fountain Play N/A Fun 10 Shy HighRefrigerator Have Meal All Fridges Hunger 65 N/A Low

    Have Snack Llamark Hunger 20 N/A LowPorcina Hunger 30 N/A Low

    Freeze Secret Hunger 40 N/A LowHave Quick All Fridges Hunger 55 N/A Low

    MealServe Meal All Fridges Hunger 70 Cooking Low

    All Fridges Energy -10 N/A LowGift (Flowers) Clean N/A Room 30 Neat MediumHot Tub Get In N/A Fun 45 Lazy High

    N/A Comfort 50 N/A HighN/A Social 25 Outgoing MediumN/A Hygiene 5 N/A Medium

    Join N/A Comfort 30 N/A LowN/A Fun 50 Outgoing LowN/A Social 50 N/A LowN/A Hygiene 5 N/A Medium

    Lava Lamp Turn On N/A Room 5 N/A HighN/A Fun 5 N/A High

    Mailbox Get Mail N/A Comfort 10 N/A HighN/A Hunger 10 N/A HighN/A Hygiene 10 N/A HighN/A Room 10 N/A High

    Medicine Brush Teeth N/A Hygiene 25 Neat MediumCabinetNewspaper Clean Up N/A Room 50 Neat Medium

    Read N/A Fun 5 Serious HighPainting View N/A Fun 5 Serious HighPhone Answer N/A Fun 50 N/A Medium

    N/A Comfort 50 N/A MediumN/A Social 50 N/A Medium

    Piano Play N/A Fun 40 Strong Creativity HighWatch N/A Fun 70 N/A Medium

    N/A Social 10 N/A Medium

  • 28

    Object Type Possible Object Advertised Advertised Personality Reduced Effects Interactions Variations Motive Value Trait Modifier (over distance)

    Pinball Machine Join N/A Fun 50 N/A MediumN/A Social 30 N/A Medium

    Play N/A Fun 40 Playful HighPlay Structure Join N/A Fun 60 Playful Medium

    N/A Social 40 N/A MediumPlay N/A Fun 60 Playful Medium

    Pool Diving Dive In N/A Fun 35 Active HighBoard

    N/A Energy -10 N/A HighPool Table Join N/A Fun 50 Playful Low

    N/A Social 40 N/A LowPlay N/A Fun 45 Playful High

    Sculpture View Scylla and Fun 6 Serious HighCharybdis

    Bust of Athena Fun 5 Serious HighLarge Black Slab Fun 8 Serious High

    China Vase Fun 7 Serious HighShower Clean N/A Room 20 Neat High

    Take a Shower N/A Hygiene 50 Neat MediumSink Wash Hands N/A Hygiene 10 Neat HighSofa/Loveseat Nap All Sofas/ Energy 40 Lazy High

    LoveseatsAll Sofas/ Comfort 5 Lazy HighLoveseats

    Sit All Sofas/ Comfort 30 Lazy MediumLoveseats

    Garden Bench Comfort 30 Lazy MediumStereo Dance Boom Box Social 40 Outgoing High

    Fun 50 Active HighZimantz Hi-Fi Social 50 Outgoing High

    Fun 60 Active HighStrings Theory Social 60 Outgoing High

    Fun 70 Active HighJoin Boom Box Social 40 Outgoing Low

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    Chapter 2: motives—i want, i need; therefore, i am a sim!

    Object Type Possible Object Advertised Advertised Personality Reduced Effects Interactions Variations Motive Value Trait Modifier (over distance)

    Stereo Fun 40 Outgoing LowZimantz Hi-Fi Social 50 Outgoing Low

    Fun 40 Outgoing LowStrings Theory Social 60 Outgoing Low

    Fun 40 Outgoing LowTurn Off All Stereos Energy 220 Neat MediumTurn On Boom Box Fun 25 Playful High

    Zimantz Hi-Fi Fun 25 Playful HighStrings Theory Fun 30 Playful High

    Toilet Clean Both Toilets Room 40 Neat HighFlush Hygeia-O-Matic Room 30 Neat High

    Unclog Both Toilets Room 50 Neat HighUse Hygeia-O-Matic Bladder 50 N/A Low

    Flush Force Bladder 70 N/A LowTombstone/ Mourn N/A Bladder 5 N/A LowUrn (first 24 hours)

    N/A Comfort 50 N/A LowN/A Energy 5 N/A LowN/A Fun 50 N/A LowN/A Hunger 5 N/A LowN/A Hygiene 50 N/A LowN/A Social 50 N/A LowN/A Room 50 N/A Low

    Mourn N/A Bladder 0 N/A Low(second 48 hours)

    N/A Comfort 30 N/A LowN/A Energy 0 N/A LowN/A Fun 30 N/A LowN/A Hunger 0 N/A LowN/A Hygiene 30 N/A LowN/A Social 30 N/A LowN/A Room 30 N/A Low

    Toy Box Play N/A Fun 55 Playful Medium

  • 30

    Object Type Possible Object Advertised Advertised Personality Reduced Effects Interactions Variations Motive Value Trait Modifier (over distance)

    Train Set Play N/A Fun 40 N/A Medium(Large)

    Watch N/A Fun 40 N/A LowN/A Social 40 N/A Low

    Train Set Play N/A Fun 45 Playful Medium(Small)

    Watch N/A Fun 20 N/A MediumN/A Social 30 N/A Medium

    Trash Can Empty Trash N/A Room 30 Neat Medium(Inside)Trash Empty Trash N/A Room 30 N/A HighCompactorTrash Pile Clean N/A Room 75 Neat MediumBathtub Clean All Tubs Room 20 Neat High

    Bathe Justa Hygiene 50 Neat MediumJusta Comfort 20 N/A Medium

    Sani-Queen Hygiene 60 Neat MediumSani-Queen Comfort 25 N/A MediumHydrothera Hygiene 70 Neat MediumHydrothera Comfort 30 N/A Medium

    TV Join Monochrome Fun 20 Lazy HighTrottco Fun 30 Lazy High

    Soma Plasma Fun 45 Lazy HighTurn Off All TVs Energy 220 Neat MediumTurn On Monochrome Fun 18 Lazy High

    Trottco Fun 35 Lazy HighSoma Plasma Fun 49 Lazy High

    Watch TV Monochrome Fun 18 Lazy HighTrottco Fun 28 Lazy High

    Soma Plasma Fun 42 Lazy HighVR Glasses Play N/A Fun 60 Playful High

  • Chapter 3:interacting with other sims

    Chapter 3:interacting with other sims

  • 32

    IntroductionOnce you get beyond the dark attraction ofwatching jilted Sims slap their rivals, or obnoxiousSims insulting their friends, you realize thatRelationships are very important to your Sims’quality of life, and even to the advancement oftheir careers. In this chapter, we introduce you tothe world of Relationships, covering the possibleevents that occur when two Sims come togetherverbally or physically. Our goal here is to lay downthe ground rules. We’ll offer hands-on tips forbuilding and maintaining Relationships in the “Allin the Family” chapter.

    Relationship ScoresIcons representing a Sim’s friendships, or lackthereof, appear in the screen’s lower-right cornerwhen you click on the Relationships icon (justabove the Job icon). The scoring system rangesfrom below 0 (not good) to 100, which isreserved for one or more significant others. Arelationship is considered a true friendship if thescore climbs above 50. Only these Relationshipsare considered when the game calculates careeradvancements. Consult the next chapter, “9 to 5:Climbing the Career Ladder,” for moreinformation on promotion requirements.

    Social InteractionsAll Sim Relationships develop from Socialinteractions. If you don’t spend quality time withyour friends, the Relationships will deteriorate ontheir own, at a rate of two points per day. Ofcourse, if you interact poorly, the rate acceleratesdramatically. In the following sections, we reviewthe myriad communication choices that areavailable during the game (grouped alphabeticallyby the active action). At any given time, yourchoice will vary, depending upon the level of yourfriendship, and whether or not your Sim is actinglike a jerk!

    Good Old ConversationThe easiest way to cultivate a new friendship is totalk. Sims communicate with each either using Sim-Speak, a delightful chatter that you actually beginto understand (yes, we have played this game waytoo much!). Adults and kids have favorite topicswithin their peer groups. These topics arerandomly assigned by the game during the Simcreation process. Additionally, kids and adults havespecial cross-generational topics that are only usedwith each other. Active topics are displayed inthought balloons during the game, as shown infigure 3-2.

    Fig. 3-1. This SimDad is clicking onall cylinders withhis wife, but heneeds to spendmore time withthe kids.

    Fig. 3-2. Pets are agood commonground for conver-sation betweenadults and kids.

  • Chapter 3: INTERACTING WITH OTHER SIMS

    When a conversation is going well, you see agreen plus sign over one or both of the Sims.Conversely, when talk deteriorates into thegutter, you’ll see red minus signs. The followingtables list positive and negative communications,including each potential outcome and thecorresponding effect on Social and Relationshipscores. For our purposes, an outcome is positive ifit produces an increase in one or both scores.When scores drop or stay the same, it isconsidered a negative outcome.

    Fig. 3-3. When twoor more peopleenter a hot tub, theconversations beginspontaneously.

    Positive CommunicationsInteraction Response Relationship Change Social Score ChangeApologize Accept 10 15Be Apologized To Accept 10 15Brag Good 5 13Be Bragged To Good 5 7Cheer Up Good 5 7Cheer Up Neutral 0 5Be Cheered Up Good 10 10Be Cheered Up Neutral 0 5Compliment Accept 5 5Be Complimented Accept 5 11Entertain Laugh 4 7Be Entertained Laugh 8 13Flirt Good 5 13Be Flirted With Good 10 13Joke Laugh 5 13Joke Giggle 2 7Listen to Joke Laugh 7 13Listen to Joke Giggle 3 7Scare Laugh 5 10TalkHigh Interest Topic 3 5TalkLike Topic 3 5Group Talk N/A 1 8Tease Giggle 5 7

    33

  • 34

    Interaction Response Relationship Change Social Score ChangeApologize Reject -10 0Be Apologized To Reject -10 0Brag Bad -5 0Be Bragged To Bad -5 0Cheer Up Bad -3 0Be Cheered Up Bad -10 0Compliment Reject -10 0Be Complimented Reject -7 0Entertain Boo -15 0Be Entertained Boo -7 0Flirt Refuse -10 -17Flirt Ignore -5 0Be Flirted With Refuse -10 0Be Flirted With Ignore 0 0Insult Cry 5 0Insult Stoic 0 3Insult Angry -10 7Be Insulted Cry -12 -13Be Insulted Stoic -5 -5Be Insulted Angry -14 -7Joke Uninterested -6 0Listen to Joke Uninterested -7 0Scare Angry -5 0Be Scared Angry -10 0TalkDislike Topic -3 3TalkHate Topic -3 3Tease Cry -4 0Be Teased Cry -13 -7

    Negative Communications

  • 35

    Chapter 3: INTERACTING WITH OTHER SIMS

    Physical ContactWhen a Relationship moves past the 50-point threshold, you begin to see new options on the Socialinteraction menu. Instead of just talking, you find new items including Hug, Give Back Rub, Flirt, andKiss. It all depends upon how your Relationship is progressing and what the other Sim is looking for inthe current interaction. The following tables include information on positive and negative physicalevents.

    Positive Physical EventsInteraction Response Relationship Change Social Score ChangeGive Back Rub Good 5 7Receive Back Rub Good 9 13Dance Accept 8 13Be Danced With Accept 10 13Give Gift Accept 5 7Receive Gift Accept 10 13Hug Good 7 15Hug Tentative 2 7Be Hugged Good 8 15Be Hugged Tentative 4 7Kiss Passion 12 20Kiss Polite 5 10Be Kissed Passion 12 20Be Kissed Polite 5 10Tickle Accept 5 13Be Tickled Accept 8 13

  • 36

    Negative Physical EventsInteraction Response Relationship Change Social Score ChangeAttack Win Fight -5 10Attack Lose Fight -10 -20Give Back Rub Bad -7 0Receive Back Rub Bad -10 0Dance Refuse -5 0Be Danced With Refuse -5 0Give Gift Stomp -15 0Receive Gift Stomp -5 0Hug Refuse -10 0Be Hugged Refuse -10 0Kiss Deny -15 5Be Kissed Deny -10 0Slap Cry 0 3Slap Slap Back -10 -7Be Slapped Cry -20 -17Be Slapped Slap Back -15 7Tickle Refuse -5 0Be Tickled Refuse -8 0

  • Chapter 4:9 to 5—CLImbing the

    career ladder

    Chapter 4:9 to 5—CLImbing the

    career ladder

  • 38

    IntroductionWhen you first start playing The Sims, it’s easy toget lost in the element. There’s so much to exploreand experience, and with more than enoughmoney to furnish your house and buy a few toys,you can just hang out and live the good Sim-life.But, reality sets in sooner than you would like, andyou must find a job. In this chapter we show youhow to select a career, nurture the Skills necessaryto earn the first few promotions, and finally,stockpile enough friends (it’s called networking) tomake the big bucks and zoom to the top of yourfield. For easy reference, we include compre-hensive career tables that contain everything youneed to know about the 10 Sim careers, includingadvancement requirements for all 10 pay levels.

    We also include pictorial diaries for 5 of the 10Sims careers, highlighting each promotion, andproviding a sampling of random events. Weselected these careers because they requiredevelopment of all six career skills: Cooking,Mechanical, Body, Charisma, Creativity, and Logic.

    Your First JobEvery Sim house receives a daily copy of the SimCity Times that includes a single job posting. Youcan take the first job you see, or buy a computerand view three jobs a day. There is no rush—youhave enough money to get by for several days.

    A Military job is usually available on thecomputer. This is an excellent first career, with astarting salary of §250. Furthermore, it remains thehighest paying of the 10 careers through the firstthree advances. A Law Enforcement position is aclose second.

    Fig. 4-1. Today’sjob posting is for atest driver.

    You can enjoy the free use of a computer bybuying it, checking the want ads, and thenreturning it the same day for a full refund.Keep this up until you find the job you want.Then, later when you have more disposablecash, you can buy—and keep—a computer.

    Fig. 4-2. This two-commando familytakes home §325each as membersof the Elite Forces(Level 2—MilitaryCareer).

    If you would rather take your time and sortthrough all 10 job tracks, the following table willhelp you choose a career that is suited to yourSim’s personality traits.

  • 39

    Chapter 4: 9 to 5—climbing the career ladder

    Career ChoicesCareer Track Necessary Skills Related Personality TraitsBusiness Logic, Charisma OutgoingEntertainment Charisma, Creativity Outgoing, PlayfulLaw Enforcement Logic, Body ActiveLife of Crime Creativity, Charisma Playful, Outgoing Medicine Logic, Body ActiveMilitary Mechanical, Body ActivePolitics Charisma, Logic OutgoingPro Athlete Body, Charisma Active, OutgoingScience Logic, Creativity PlayfulXtreme Creativity, Body/Charisma (tie) Playful, Active, Outgoing

    Developing Your SkillsAfter you decide on a career, focus on developing the appropriate Skills needed for advancement. It isimportant to remember that Sims do not study on their own. You need to direct your Sim to one of theactivities listed in the Skill Enhancement table below.

    On the control panel, click on the Job icon todisplay your Sim’s current Skill bars (see figure 4-3). A white line designates the minimum level ofSkill needed for the next promotion. Otherfactors contribute to earning a promotion, butwithout the Skill requirement, you haveabsolutely no chance for advancement to thenext level.

    Fig. 4-3. This Simneeds to boost hisBody Skill one morenotch, so he isscheduled for asession on theexercise machineright after lunch.

  • 40

    Skill EnhancementSkill Method of Enhancement NotesCooking Bookshelf (Study Cooking) Any type of bookshelf will suffice.Mechanical Bookshelf (Study Mechanical) Any type of bookshelf will suffice.Body Exercise Machine (Work Out) Exercise machine increases Skill four

    times faster than the pool. Active Sims improve their Skill at a higher rate.

    Pool (Swim) See above.Charisma Mirrors or Medicine Cabinet Outgoing Sims acquire Skill more quickly.

    (Practice Speech)Creativity Easel (Paint) Playful Sims acquire Skill more quickly.

    Piano (Play) Playful Sims acquire Skill more quickly.Logic Chessboard (Play) Playing with another Sim generates

    Social points.

    Fig. 4-4. A sessionon the exercisebench nets a Bodypoint for this Sim.

    Sim Career TracksThe following tables include the salaries, hours, carpool vehicles, and job level requirements for eachlevel of the 10 Sim career tracks. The Daily MotiveDecay value shows which Motives deterioratewhile the Sim is on the job.

  • 41

    Chapter 4: 9 to 5—climbing the career ladder

    Requirements for Level 1 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Mail §120 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0

    Room –3 p.m

    Entertainment Waiter §100 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Waitress –3 p.m.

    Law Security §240 12 a.m. Squad 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Enforcement Guard –6 a.m. Car

    Life of Crime Pickpocket §140 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0–3 p.m.

    Medicine Medical §200 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Technician –3 p.m.

    Military Recruit §250 6 a.m. Military 0 0 0 0 0 0 0 0 0 -15 0 -30 0 0–12 p.m. Jeep

    Politics Campaign §220 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Work –6 p.m.

    Pro Athlete Team §110 12 p.m. Junker 0 0 0 0 0 0 0 0 0 -5 0 -35 0 0Mascot –6 p.m.

    Science Test §155 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0Subject –3 p.m.

    Xtreme Daredevil §175 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -30 0 0–3 p.m.

    Requirements for Level 2 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Executive §180 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0

    Assistant –4 p.m

    Entertainment Extra §150 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–3 p.m.

    Law Cadet §320 9 a.m. Squad 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0Enforcement –3 p.m. Car

    Life of Crime Bagman §200 11 p.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–7 a.m.

    Medicine Paramedic §275 11 p.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–5 a.m.

    Military Elite §325 7 a.m. Military 0 0 0 0 0 0 0 0 0 -15 0 -34 -2 0Forces –1 p.m. Jeep

    Politics Intern §300 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0–3 p.m.

    Pro Athlete Minor §170 9 a.m. Junker 0 0 0 0 0 0 0 0 0 -10 0 -40 -2 0Leaguer –3 p.m.

    Science Lab §230 11 p.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0Assistant –5 a.m.

    Xtreme Bungee §250 9 a.m. Junker 0 0 0 0 0 0 0 0 0 0 0 -34 -2 0Jump –3 p.m.

    Instructor

  • 42

    Requirements for Level 3 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Field §250 9 a.m. Junker 0 2 0 0 0 0 0 -3 0 -5 0 -38 -4 0

    Sales Rep –4 p.m.

    Entertainment Bit Player §200 9 a.m. Junker 0 0 2 0 0 0 0 -3 0 -5 0 -38 -4 0–3 p.m.

    Law Patrol §380 5 p.m. Squad 0 0 0 2 0 0 0 -3 0 -5 0 -38 -4 0Enforcement Officer –1 a.m. Car

    Life of Crime Bookie §275 12 p.m. Standard 0 0 0 2 0 0 0 -3 0 -5 0 -38 -4 0–7 p.m. Car

    Medicine Nurse §340 9 a.m. Standard 0 2 0 0 0 0 0 -3 0 -5 0 -38 -4 0–3 p.m. Car

    Military Drill §400 8 a.m. Military 0 0 0 2 0 0 0 -3 0 -20 0 -38 -4 0Instructor –2 p.m. Jeep

    Politics Lobbyist §360 9 a.m. Standard 0 0 2 0 0 0 0 -3 0 -5 0 -38 -4 0–3 p.m. Car

    Pro Athlete Rookie §230 9 a.m. Junker 0 0 0 2 0 0 0 -3 0 -15 0 -45 -2 0–3 p.m.

    Science Field §320 9 a.m. Standard 0 0 0 0 2 0 0 -3 0 -5 0 -38 -4 0Researcher –3 p.m. Car

    Xtreme Whitewater §325 9 a.m. SUV 0 0 0 2 0 0 1 -3 0 -10 0 -45 -4 0Guide –3 p.m.

    Requirements for Level 4 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Junior §320 9 a.m. Standard 0 2 2 0 0 0 1 -7 0 -10 0 -42 -7 0

    Executive –4 p.m. Car

    Entertainment Stunt §275 9 a.m. Standard 0 0 2 2 0 0 2 -7 0 -10 0 -42 -7 0Double –4 p.m. Car

    Law Desk §440 9 a.m. Squad 0 2 0 2 0 0 1 -7 0 -10 0 -42 -7 0Enforcement Sergeant –3 p.m. Car

    Life of Crime Con Artist §350 9 a.m. Standard 0 0 1 2 0 1 2 -7 0 -10 0 -42 -7 0–3 p.m. Car

    Medicine Intern §410 9 a.m. Standard 0 2 0 2 0 0 2 -7 0 -10 0 -42 -7 0–6 p.m. Car

    Military Junior §450 9 a.m. Military 0 1 2 2 0 0 0 -7 0 -20 0 -42 -8 0Officer –3 p.m. Jeep

    Politics Campaign §430 9 a.m. Standard 0 0 2 0 1 0 2 -7 0 -10 0 -42 -7 0Manager –6 p.m. Car

    Pro Athlete Starter §300 9 a.m. Standard 0 0 0 5 0 0 1 -7 0 -20 0 -50 -2 0–3 p.m. Car

    Science Science §375 9 a.m. Standard 0 0 1 0 3 0 1 -7 0 -10 0 -40 -7 0Teacher –4 p.m. Car

    Xtreme Xtreme §400 9 a.m. SUV 0 1 0 4 0 0 2 -7 0 -20 0 -50 -2 0Circuit Pro –3 p.m.

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    Chapter 4: 9 to 5—climbing the career ladder

    Requirements for Level 5 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Executive §400 9 a.m. Standard 0 2 2 0 2 0 3 -10 0 -15 0 -46 -10 0

    –4 p.m. Car

    Entertainment B-Movie §375 10 a.m. Standard 0 0 3 3 0 1 4 -10 0 -15 0 -46 -10 0Star –5 p.m. Car

    Law Vice §490 10 p.m. Squad 0 3 0 4 0 0 2 -10 0 -15 0 -46 -10 0Enforcement Squad –4 a.m. Car

    Life of Crime Getaway §425 5 p.m. Standard 0 2 1 2 0 2 3 -10 0 -10 0 -46 -10 0Driver –1 a.m. Car

    Medicine Resident §480 9 p.m. Standard 0 3 0 2 2 0 3 -10 0 -15 0 -46 -10 0–4 a.m. Car

    Military Counter- §500 9 a.m. Military 1 1 2 4 0 0 0 -10 0 -25 0 -46 -12 0Intelligence –3 p.m. Jeep

    Politics City Council §485 9 a.m. Town 0 0 3 1 1 0 4 -10 0 -15 0 -46 -8 0Member –3 p.m. Car

    Pro Athlete All-Star §385 9 a.m. SUV 0 1 1 6 0 0 3 -10 0 -25 0 -55 -3 0–3 p.m.

    Science Project §450 9 a.m. Standard 0 0 2 0 4 1 3 -10 0 -12 0 -43 -8 0Leader –5 p.m. Car

    Xtreme Bush §475 9 a.m. SUV 1 2 0 4 1 0 3 -10 0 -15 0 -46 -5 -10Pilot –3 p.m.

    Requirements for Level 6 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Senior §520 9 a.m. Standard 0 2 3 0 3 2 6 -14 0 -20 0 -50 -13 0

    Manager –4 p.m. Car

    EntertainmentSupporting §500 10 a.m. Limo 0 1 4 4 0 2 6 -14 0 -20 0 -50 -13 0Player –6 p.m.

    Law Detective §540 9 a.m. Squad 1 3 1 5 1 0 4 -14 0 -20 0 -50 -13 0Enforcement –3 p.m. Car

    Life of Crime Bank §530 3 p.m. Town 0 3 2 3 1 2 4 -14 0 -15 0 -50 -13 -5Robber –11 p.m. Car

    Medicine GP §550 10 a.m. Town 0 3 1 3 4 0 4 -14 0 -20 0 -50 -13 0–6 p.m. Car

    Military Flight §550 9 a.m. Military 1 2 4 4 1 0 1 -14 0 -28 0 -50 -15 0Officer –3 p.m. Jeep

    Politics State §540 9 a.m. Town 0 0 4 2 1 1 6 -14 0 -20 0 -50 -12 -3Assembly- –4 p.m. Car

    person

    Pro Athlete MVP §510 9 a.m. SUV 0 2 2 7 0 0 5 -14 0 -30 0 -60 -4 0–3 p.m.

    Science Inventor §540 10 a.m. Town 0 2 2 0 4 3 4 -14 0 -15 0 -45 -9 -8–7 p.m. Car

    Xtreme Mountain §550 9 a.m. SUV 1 4 0 6 1 0 4 -14 0 -30 0 -60 0 0Climber –3 p.m.

  • 44

    Requirements for Level 7 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Vice §660 9 a.m. Town Car 0 2 4 2 4 2 8 -18 0 -25 0 -54 -16 0

    President –5 p.m.

    Entertainment TV Star §650 10 a.m. Limo 0 1 6 5 0 3 8 -18 0 -25 0 -54 -16 0–6 p.m.

    Law Lieutenant §590 9 a.m. Limo 1 3 2 5 3 1 6 -18 0 -25 0 -54 -16 0Enforcement –3 p.m.

    Life of Crime Cat §640 9 p.m. Town 1 3 2 5 2 3 6 -18 0 -20 0 -54 -16 0Burglar –3 a.m. Car

    Medicine Specialist §625 10 p.m. Town 0 4 2 4 4 1 5 -18 0 -25 0 -54 -16 0–4 a.m. Car

    Military Senior §580 9 a.m. Military 1 3 4 5 3 0 3 -18 0 -31 0 -55 -20 0Officer –3 p.m. Jeep

    Politics Congress- §600 9 a.m. Town 0 0 4 3 3 2 9 -18 0 -25 0 -54 -18 -7person –3 p.m. Car

    Pro Athlete Superstar §680 9 a.m. SUV 1 2 3 8 0 0 7 -18 0 -35 0 -65 -5 0–4 p.m.

    Science Scholar §640 10 a.m. Town 0 4 2 0 6 4 5 -18 0 -20 0 -48 -10 -10–3 p.m. Car

    Xtreme Photo- §650 9 a.m. SUV 1 5 2 6 1 3 5 -18 0 -25 0 -54 -16 0journalist –3 p.m.

    Requirements for Level 8 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness President §800 9 a.m. Town Car 0 2 5 2 6 3 10 -22 0 -30 0 -58 -19 0

    –5 p.m.

    Entertainment Feature §900 5 p.m. Limo 0 2 7 6 0 4 10 -22 0 -30 0 -58 -19 0Star –1 a.m.

    Law SWAT Team §625 9 a.m. Limo 1 4 3 6 5 1 8 -22 0 -30 0 -58 -19 0Enforcement Leader –3 p.m.

    Life of Counterfeiter §760 9 p.m. Town 1 5 2 5 3 5 8 -22 0 -25 0 -58 -19 -15Crime –3 a.m. Car

    Medicine Surgeon §700 10 p.m. Town 0 4 3 5 6 2 7 -22 0 -30 0 -58 -19 0–4 a.m. Car

    Military Commander §600 9 a.m. Military 1 6 5 5 5 0 5 -22 0 -33 0 -60 -25 0–3 p.m. Jeep

    Politics Judge §650 9 a.m. Town 0 0 5 4 4 3 11 -22 0 -30 0 -58 -22 -11–3 p.m. Car

    Pro Athlete Assistant §850 9 a.m. SUV 2 2 4 9 0 1 9 -22 0 -40 0 -70 -6 0Coach –2 p.m.

    Science Top Secret §740 10 a.m. Town 1 6 4 0 7 4 7 -22 0 -25 0 -52 -12 -13Researcher –3 p.m. Car

    Xtreme Treasure §725 10 a.m. SUV 1 6 3 7 3 4 7 -22 0 -34 0 -60 -15 -5Hunter –5 p.m.

  • 45

    Chapter 4: 9 to 5—climbing the career ladder

    Requirements for Level 9 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness CEO §950 9 a.m. Limo 0 2 6 2 7 5 12 -26 0 -35 0 -62 -22 0

    –4 p.m.

    Entertainment Broadway §1100 10 a.m. Limo 0 2 8 7 0 7 12 -26 0 -35 0 -62 -22 0Star –5 p.m.

    Law Police §650 9 a.m. Limo 1 4 4 7 7 3 10 -26 0 -35 0 -62 -22 0Enforcement Chief –5 p.m.

    Life of Crime Smuggler §900 9 a.m. Town 1 5 5 6 3 6 10 -26 0 -30 0 -62 -22 -20–3 p.m. Car

    Medicine Medical §775 9 p.m. Limo 0 5 4 6 8 3 9 -26 0 -35 0 -62 -22 0Researcher –4 a.m.

    Military Astronaut §625 9 a.m. Limo 1 9 5 8 6 0 6 -26 0 -35 0 -65 -30 0–3 p.m.

    Politics Senator §700 9 a.m. Limo 0 0 6 5 6 4 14 -26 0 -35 0 -62 -26 -15–6 p.m.

    Pro Athlete Coach §1,000 9 a.m. SUV 3 2 6 10 0 2 11 -26 0 -45 0 -75 -8 0–3 p.m.

    Science Theorist §870 10 a.m. Town 1 7 4 0 9 7 8 -26 0 -30 0 -56 -16 -16–2 p.m. Car

    Xtreme Grand §825 10 a.m. Bentley 1 6 5 7 5 7 9 -26 0 -35 0 -62 -5 -10Prix Driver –4 p.m.

    Requirements for Level 10 PositionsCareer Position Pay Hours Car Pool Cooking mechanical Charisma Body Logic Creativity Family/ Daily Motive DecayTrack Vehicle Friends Hunger Comfort Hygiene Bladder Energy Fun SocialBusiness Business §1,200 9 a.m. Limo 0 2 8 2 9 6 14 -30 0 -40 0 -66 -25 0

    Tycoon –3 p.m.

    Entertainment Super- §1,400 10 a.m. Limo 0 2 10 8 0 10 14 -30 0 -40 0 -66 -25 0star –3 p.m.

    Law Captain §700 10 a.m. Limo 1 4 6 7 10 5 12 -20 -80 -45 -25 -60 0 0Enforcement Hero –4 p.m.

    Life of Crime Criminal §1,100 6 p.m. Limo 2 5 7 6 4 8 12 -30 0 -35 0 -66 -25 -25Mastermind –12 a.m.

    Medicine Chief of §850 9 p.m. Hospital 0 6 6 7 9 4 11 -30 0 -40 0 -66 -25 0Staff –4 a.m. Limo

    Military General §650 9 a.m. Staff 1 10 7 10 9 0 8 -30 0 -40 0 -70 -35 0–3 p.m. Sedan

    Politics Mayor §750 9 a.m. Limo 0 0 9 5 7 5 17 -30 0 -40 0 -66 -30 -20–3 p.m

    Pro Athlete Hall of §1,300 9 a.m. Limo 4 2 9 10 0 3 13 -30 0 -50 0 -80 -10 0Famer –3 p.m.

    Science Mad §1,000 10 a.m. Limo 2 8 5 0 10 10 10 -30 0 -35 0 -60 -20 -20Scientist –2 p.m.

    Xtreme International §925 11 a.m. Bentley 2 6 8 8 6 9 11 -30 0 -30 0 -70 -20 -15–5 p.m.

  • 46

    The Daily GrindA working Sim needs to follow a schedule that isconducive to good job performance. Review thefollowing tips as you devise a work schedule foryour household.

    Get Plenty of SleepSims need to awake refreshed in order to arrive atwork in a good mood. Send your Sims to bed early,and make sure there are no distractions (stereos,TVs, computers, etc.) that might interrupt theirbeauty sleep.

    Eat a Hearty BreakfastWhen you’re angling for a promotion, you need toarrive at work with all cylinders firing. When thealarm rings, send the designated house chef (theSim with the highest Cooking Skill) to the kitchen to“Prepare a Meal.” By the time your Sim is finishedemptying his Bladder and completing necessaryHygiene, breakfast will be on the counter. Thereshould be plenty of time to complete the meal andhead to work with a full Hunger bar.

    Fig. 4-5. Make sureyour Sims get tobed early enough torestore maximumEnergy before thealarm rings.

    Set Your Alarm ClockWhen set, the clock wakes your Sims two hoursbefore the car pool arrives (one alarm clock takescare of the entire house). This is plenty of time totake care of Hunger, Bladder, and Hygiene Motivebars. If you still have time, improve your Sim’smood with a little non-strenuous fun like watchingTV, or use the extra time to improve a Skill.

    Fig. 4-6. That lastset on the exercisebench paid off!

    If two or more Sims in the house have jobs, thealarm clock rings for the earliest riser.Unfortunately, this wakes everyone else,regardless of when they have to be ready for thecar pool. If you send the other Sims back to bed,you’ll need to wake them manually, because thealarm clock only rings once each day.

    Make sure that your Sim is on the first floor andrelatively close to the car pool within 15 minutesof departure to be sure he or she catches his orher ride. If you meet this deadline, your Sim willchange clothes on the fly and sprint to the curb.

  • 47

    Chapter 4: 9 to 5—climbing the career ladder

    BusinessMajor decision: “Stock Option”

    Player is given the choice of accepting a portfolioof company stock instead of salary for that payperiod. The stock could double or tank. As a result,the player receives twice his salary or nothing at allfor the pay period.

    EntertainmentMajor decision: “The Remake”

    Your agent calls with an offer: Sim Studios wantsyou for the lead in a remake of Citizen Kane.Accepting will either send your Charisma sky highwhen the film succeeds wildly…or send it crashingif the turkey flops.

    Law EnforcementMajor decision: “The Bribe”

    A mobster you’re investigating offers a huge bribeto drop the case. The charges won’t stick withoutyour testimony and you could suddenly “lose theevidence” and quietly pocket a nice nest egg…orget busted by Internal Affairs and have to startover on a new career track.

    Life of CrimeMajor decision: “The Perfect Crime”

    You’ve just been handed a hot tip that aninformant claims will be an easy knockover withloads of cash for the taking. Either the tip isgold, or it’s a police sting. An arrest means yourfamily is left at home alone while you’re sent offto cool your heels in Sim City Prison for a while.If you succeed, your Charisma and CreativitySkills are enhanced.

    Make Friends and Influence Your BossAdvancing through the first three levels does notcarry a friendship requirement; however this rampsup very quickly. It helps to have a stay-at-homemate to concentrate on making friends. Rememberthat the career friendship requirement is for yourhousehold, not your Sim. So, if your mate orchildren have friends, they count toward yourpromotions, too.

    Fig. 4-7. This Sim isjust about out ofEnergy, but hisSocial score ismaxed out andhe’s just madetwo new friends.

    Take an Occasional Day Off toRechargeIf you find that your Sim is unable to have enoughFun or Social events to maintain a positive mood,skip a day of work and indulge. See a friend ortwo, work on Skills, or have some Fun. Just don’tmiss two days in a row or your Sim will beautomatically fired!

    Major DecisionsAs you work your way up the career ladder, youencounter “major decisions” that involve variousdegrees of risk. They are winner-take-all, loser-gets-nada events that force you to gamble withyour salary, integrity, or even your job. Thefollowing sections include a sample “majordecision” for each career.

  • 48

    MedicineMajor Decision: “Malpractice”

    A former patient has slapped you with a massivemalpractice suit. You can settle immediately byoffering a payment equal to 50 percent of the cashin your household account. Or, take the bum tocourt. Lose, and all your furniture and householdgoods are repossessed. Win, and you receive asettlement equal to 100 percent of the cash inyour household account.

    MilitaryMajor decision: “Gung Ho”

    The general needs volunteers for a highlydangerous mission. You can refuse withoutpenalty. If you accept, and succeed on the mission,you are decorated and immediately promoted tothe next level. Failure means a demotion, soldier—you’re broken down to the previous level.

    PoliticsMajor decision: “Scandal”

    An attractive young member of your team alsohappens to be heir to a fortune. He or she willfinance your career advancement if you agree to“private consultations.” You can refuse, with nochange in status. Otherwise, there are two possibleoutcomes. You might get away with it andimmediately advance two levels. If you’re caught,you’ll lose your friends when the scandal breaks inthe media, and you’ll be tossed from the careertrack to seek another.

    Pro AthleteMajor Decision: “The Supermatch”

    A one-on-one, pay-per-view contest pitting youagainst your greatest local rival is offered. If youwin, it’s worth double your paycheck. If you lose,the indignity comes complete with an injurycosting you a reduction in your Body Skill alongwith a drop in Charisma. The player can alwaysrefuse at no penalty.

    ScienceMajor decision: “The Experiment”

    A science research firm is willing to pay you a fatbonus for conducting a complex experiment.However, the work must be conducted at yourhome, using rats as test subjects. Success meansyou collect the fee, with a bonus increase in yourLogic Skill level. A failed experiment results in adozen rats escaping into your home. That means amajor bill from both your exterminator and yourelectrician (the rats have chewed through powercords.) Financial damage could be reduced if thePlayer’s Mechanical Skills are strong.

    XtremeMajor decision: “Deep Freeze”

    An arctic expedition is holding a spot open foryou. It’s a risky enterprise, so you may refuse.However, for a person in your particular line ofwork, that refusal will lower your Charisma. If youjoin the team, and they reach their goal, you willbe rewarded with a considerable rise in Charisma.If the mission goes awry, your Sim is “lost on aniceberg” for a period of game time.

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    Chapter 4: 9 to 5—climbing the career ladder

    A promotion toLobbyist (Level 3)gives you §60 moreper day and a nicelittle bonus.Fortunately, you’restill keepingbanker’s hours of 9a.m. to 3 p.m.

    Along with a §60raise, you get anupgraded car poolride. But, for now,it’s one more ride inthe clunker.

    Ah, there’s yournew ride. It’s hardlythe lap of luxury,but at least thepaint’s not peeling.

    On the Job with The Sims

    IntroductionAs we discussed earlier in this chapter, careeradvancement requires periodic increases in one ormore of a Sim’s skills: Cooking, Mechanical,Charisma, Body, Logic, and Creativity. In additionto skill enhancement, a Sim must develop an ever-increasing circle of friends and family. This is notactually a skill, but it’s equally important to careeradvancement, especially at the upper levels. In thefollowing pictorial diaries, we take you step bystep from grunt to big cheese in five of theavailable careers in The Sims. We selected thecareers to give you some hands-on experience ineach of the six skills.

    PoliticsSo, you think you’re cut out for Sim civil service? Ifyou choose the political track, you’ll need lots ofCharisma, a little less Logic (after all, it is politics),average amounts of Creativity and Body, and abunch of friends in low and high places. Put it alltogether and you can end up as Mayor. But, you’vegot to start at the bottom as a Campaign Worker.We join our Sim candidate in training as he getsinvolved in a scandal, followed by a nicepromotion (purely coincidental, I’m sure).

    Sometimes badpublicity is betterthan no publicity atall. You increaseyour Charismapracticing speechesin front of a mirror,but sometimes youget a surpriseboost.

  • 50

    The loneliness of theaspiring politician. Keepyour Charisma pointsgoing up by spending longsessions in front of themirror.

    Looking good! But aren’tyou supposed to donatesome of that money tocharity?

    Regardless of whichcareer you choose, youget some mysteriousphone calls in The Sims.Some are just silly, whileothers have hiddenmeanings. This one couldbe legitimate, but what ifthe next call is from thelottery?

    Congratulations…wethink. Well, maybe thispromotion to CampaignManager is not so good.You'll earn §70 more perday, but you have to workthree more hours.Anyway, the §860 bonuswill buy a new BachmanWood Beverage Bar.

    Now, that you’re aCampaign Manager, youneed to dress up a little.Don’t forget yourcampaign button!

    Nobody likes a loser,especially your boss. Ifyou lose an election,you’ll need to workovertime at the mirrorto boost your Charismaback up.

    City Council here wecome! This is your firstelected position in thepolitical career, and itmeans you don’t have towork as many hours(that doesn’t sound right,does it?). You also get a§55 raise, and wait untilyou see your next carpool ride!

    That’s what I’m talkin’about! A man of yourstature needs a classyride, and now you’vegot it.

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    Chapter 4: 9 to 5—climbing the career ladder

    Another electionsends you toCongress, apromotion toLevel 7 in thepolitical career.More money, ofcourse, and youcut an hour offyour workday.

    You need 11 familyor friends to makeyour nextpromotion to Judge,so plan on havingmore companyaround the house.Keep the flies away,or your guests willleave early with abad attitude,not to mention abad smell.

    You garneredenough friends toget appointed tothe bench, but nowyou need to thinklogically if youwant to take thenext step toSenator. A game ofchess, anyone?

    Uh-oh, maybe Ishouldn’t havepicked up thephone. He wastalking aboutpizza, right?

    Congratulations,you’ve won yoursecond election,this time to StateAssemblyperson.Your workday is anhour longer, butyou’ll earn an extra§55. It’s all beenabout Charisma upuntil now, but youneed to increaseyour Creativity if

    you want to get along with state officials. Have you thought about spendingyour §1,080 bonus on a piano?

    You need morefriends as you workyour way up thepolitical ladder. But,don’t forget to payattention to thefriends you alreadyhave!

  • 52

    This sounds like anoffer you won’t beable to refuse.

    Hard to believeyou’ve more thantripled your salarysince starting as aCampaign Worker.You have only onemore level to go,but first you needa lot moreCharisma and a fewmore friends.

    Good morning,Senator, your limois waiting.

    So, I can count onyour vote forMayor, right?

    Well, you did it! Youmade a lot offriends, kissed a lotof babies, and madea few promises youcouldn’t keep.Congratulations,you are now Mayor!

    Life of CrimeNow that you’ve clawed your way to the top ofthe Political career, you are eminently qualified fora Life of Crime. You’ll need less Logic andCharisma, but more Creativity and Body points.Fortunately, you won’t need as many friends,which is good, because you probably won’t maketoo many in your first job as a Pickpocket.

    Starting at thebottom is nevereasy, but at leastyou get to wear acool Zorro mask.

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    Chapter 4: 9 to 5—climbing the career ladder

    A promotion to ConArtist shortens yourhours and puts anextra §75 in yourpocket each day.But, don‘t rest onyour laurels, you‘llneed moreCharisma andCreativity to earnyour nextpromotion toGetaway Driver.

    A Life of Crime isn‘tso bad. You can eatcake whenever youwant it, and you getto wear this coolstriped shirt.

    Congratulations,you made it all theway to GetawayDriver! All yourhours behind thewheel requirestrength andstamina; and youneed to stay awakeuntil 1:00 a.m.every morning.Maybe you shouldbuy an exercisemachine with your§850 bonus. You‘lleven have enoughleft for a lava lamp.

    It doesn’t take longfor a Life of Crimeto exact a toll onyour Body points. Asa newly promotedBagman you get towork the streets,making “deliveries”to less-than-upstanding citizens.You can sleep in,but it’s still aneight-hour day, from11 p.m. to 7 a.m.

    Now, you are aBookie, and you’llneed more thanbrawn to move upfrom here. You cansleep even laternow, and you get a§75 raise to boot.The next promotionrequires an increasein Creativity, so whydon’t you use someof your §500 bonusto buy an easel?

    Get used to thiscar—you’re stuckwith it until Level6. Hey, don’tcomplain, at leastit’s not hot.

  • 54

    Your hard drivin‘has earned apromotion to BankRobber. Now,you‘re appreciatedfor more thanbrawn; you‘ll needto sharpen up yourmental skills forthe next step up toCat Burglar. Guesswhat? The StateAssemblypersononly makes §10more than you!

    Finally, a decentlooking striped carto go with yourstriped shirt.

    Movin‘ on up toCat Burglar putsyou back on thenight shift. Nomore cushy bankjobs; you‘ll need toimprove your Bodyconditioning andlearn some basicMechanical skillsto maintain thetools of your trade.

    After the demandsof crawling up thesides of buildings,you are thrilled tosettle into therespectable jobof being aCounterfeiter. It‘sall good—you worka six-hour day andearn §760, morethan the Judgewho is trying toput you away!

    Now, you‘re aSmuggler, er, makethat import/exportspecialist. TheSenator may arriveto work in a limo,but you make §200more every day.

    As a CriminalMastermind youhave reached anelite group, one ofonly five careersthat earn morethan §1,000 at thetop level (§1,100 tobe exact). Themoney’s great,but wait until yousee your ride andnew threads!

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    Chapter 4: 9 to 5—climbing the career ladder

    Your promotion toField Researcherboosts your salaryto §320, you’reupgraded to aStandard Car, andyou get t


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