_______________________________________________________________________________ ������������������������������������������������������������������������������� oo,o, ,o, ,o,, , ,,, ooooo,, ooo oooo,,o oo,,oo ,ooo, oo,, ,oo oooooooooo oooooooo ,oooo,,,,,,,oo,,oo, oooooooooooooo oooooooo oo, ooo,,o o,, , ,oooooooooooooo, ,oooooo ooo, oooooo ,oo ooooooooooo ,o, ,o,,oo ooo ooooooooo, ,oooooo ooo, oo, , ,ooo,o, oooooooo, ,oooooo oooo ooo, ooooooooo, ooooooooo ,oooooo ooooo ooooo ooooooooo, oooooooooo ,oooooo oooooo oooooo, oooooo, ,oooooooo,, ,oooooo ,oooooo ooooooo ooooo, oooooooo,o, ,oooooo oooooooo oooooooo ooooo, T H E ,oooooooo,o ,oooooo oooooooo, ooooooooo oooooo, ,oooooooooo, ,oooooo ,ooooooooo,oooooooooo ,oooooo, ,oooooooo,o ,oooooo ooooooooo,,oooooooooo, oooooo, ,ooooooooo, ,oooooo ,oooooooooooooooooooooo ooooo,o, ooooooooo ,oooooo ooooooooooooooooooooooo, ooooooo ooooooooo ,oooooo ooooooooooooooooooooooo, ooooooo ooooooooo ,oooooo ,oooooooooooooooooooooooo oooooooo oooooooooo, ,oooooo oooooooo oooooooo ooooooo,ooooooooooo, ,oooooooooooo, ,oooooo ooooooo, ,oooooo oooooooo oooooooo, oooooooooooooooo, ,oooooo ooooooo oooooo ,ooooooo oooo ooooooooooooo oooooo, ooooo ooooooo ,ooooooo, ,oooooo ooo, ooooooo ooooooo oooooo, T H E S I M S & L I V I N ' L A R G E & H O U S E P A R T Y & H O T D A T E & V A C A T I O N & U N L E A S H E D _______________________________________________________________________________ ������������������������������������������������������������������������������� The Sims (PC, Mac) & The Sims: Livin' Large (PC, Mac) & The Sims: House Party (PC) The Sims: Hot Date (PC) The Sims: Vacation (PC) The Sims: Unleashed (PC) The Complete Guide June 22, 2003 Version 8.1 Written by: Dan Simpson Email: [email protected] Subject: Sims v8.1 Email Policy: ������������� Emails without the proper subject MAY BE DELETED! Do NOT email me asking for a Serial Number. If you see any mistakes, or have anything that you want to add please email me! I will, of course, give you full credit for your addition, and be eternally grateful to you. Before emailing me with a question, be sure to check out the Frequently Asked Questions section. ______________________________________Notes____________________________________ The most recent version of this FAQ can be found at: http://www.gamefaqs.com/ http://www.cheatcc.com/ http://www.gamewinners.com/ Den nyeste norske versjonen kan finnes p�: http://www.danielthesim.cjb.net La versione Italiana della mia FAQ si trova a http://www.nonsologiochi.it/ If you wish to translate this FAQ into another language, just email me telling me about it, and where it will be located (the URL). You still have to give me credit for writing the FAQ, though. In case you cared, The Sims has broken the SimCity 3000 sales record for the first month of sales. SimCity 3000 went on to be the best grossing game of 1999 (it didn't sell the most copies, RollerCoaster Tycoon did that, SC3K simply pulled in more dollars due to a higher cost-per-sale average), so we can safely assume that The Sims will be one of the top games of 2000! It already sold 1 Million copies! If you haven't bought it yet, what are you waiting for? The Sims is now the best-sellingest PC game of all time. There are now FOUR Expansion Packs out now for the Sims! Check out section 1.2 Information on the Expansion, Livin' Large for an introduction to the Expansion Pack as well as section 1.3 Information on the Second Expansion, House Party. 1.4 covers Hot Date and 1.5 covers Vacation. Unleashed is the FIFTH expansion, but I don't have it yet, so no comment. Be sure to check http://www.thesims.com/ every Thursday for a game update! Updates so far (can be downloaded, also included with Livin Large): http://thesims.ea.com/us/getcool/index.html Cuckoo Clock Moose Head Decoration 5 New Skins 5 New Houses Wall Lights Slot Machine Guinea Pig (Pet) Note: With the Guinea Pig, if you fail to keep its cage clean, your Sim may catch a disease from it! New Plants New "Physical" Skins "Elwood" Skin MTV Skins Topiaries (Hedge Animals and such) Flowerbeds Jukebox (actually at http://www.rankit.com/sims/simsoffer2.html) The White House Two New Trashcans Glowing Flamingo Art Studio, a tool to create custom Wall Hangings Upgrades not included with Livin' Large Jack O' Lantern Turkey Dinner Cookies Telecom Upgrade (Sims can call each other to say "hi") Vacation Island Beach Blanket Hungry Hungry Hamster Game Promotional Balloon Fence Holiday Mistletoe Triple Bull Dartboard Pepsi Machine (North America only) House Party Potty Pack Nouveau Nites Party Lights Queen Vivanco Roses 'Ukulele Lady Lamp AND A complete Game upgrade to The Sims version 1.1 (not needed if you have Livin' Large) A patch to Livin' Large http://thesims.ea.com//us/getcool/gamepatch/LLpatchindex.html A patch to Hot Date http://thesims.ea.com/us/getcool/gamepatch/HDpatchindex.html This FAQ looks best in Courier New at about 9 points. This Document is Copyright 2000-2003 by Dan Simpson The Sims is Copyright 2000-2002 by Electronic Arts I am not affiliated with Maxis, Electronic Arts, or anyone who had anything to do with the creation of this game. This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may not charge for, or in any way profit from this FAQ. _______________________________________________________________________________ __________________ What's New in 8.1: ������������������ Finally got the Unleashed Job track filled in, with complete thanks to TJ Tillman. For a complete Version History, check out the Final Words Section at the end of the FAQ. ------------------------------------------------------------------------------- Table of Contents: ------------------------------------------------------------------------------- i.) What is The Sims? 1.) Getting Acquainted 1.1) Understanding Your Sims 1.1.1) What a Sim Wants/Needs 1.1.2) Why A Sim Does What He Does 1.2) Information on the Expansion, Livin' Large 1.2.1) Multiple Neighborhoods 1.2.2) Cockroaches 1.2.3) The Grim Reaper 1.2.4) Genie in a Bottle 1.2.5) The Chemistry Set 1.2.6) The "Love" Bed 1.2.7) Beejaphone Guitar 1.2.8) Woodworking Table (or the Work-at-Home career) 1.2.9) Madame Blahbatfry Crystal Ball 1.2.10) Servo 1.2.11) Horrowitz "Star Track" Backyard Telescope 1.2.12) The Tragic Clown 1.2.13) Voodoo Doll 1.3) Information on the Second Expansion, House Party 1.4) Information on the Third Expansion, Hot Date 1.4.1) New Social Interaction Options 1.4.2) Controlled Sim Interactions 1.4.3) Interests and Inventory 1.4.4) Downtown 1.5) Information on the Fourth Expansion, Vacation (forthcoming) 1.6) Information on the Fifth Expansion, Unleashed 2.) Creating a Family a.) Creating a Sim b.) Of Neatness and Maids 2.1) The Bachelor Sim 2.1.1) The Bachelor Gets Married 2.2) The Full House (8 Sims) 3.) Building a House 3.1) Building a Better House 3.2) Who Needs Walls? 3.3) Housebuilding, Especially on a Budget 4.) Furnishing a House a.) Lighting and Lamps b.) Decorations 4.1) Cooking (or, a Meal fit for a Sim!) 4.1.1) Food Strategies 4.2) Room Rating 4.3) Alternative to Alarm Clocks 4.4) Who Needs a Trashcan? 4.5) Sims' Interaction With Objects 4.6) Moving Trash Yourself 4.7) The "Cluster" Method 4.8) "Quick Use" of Items (the Buy/Use/Return method) 5.) Of Friends and Lovers a.) Socializing b.) Marriage and Moving In 5.1) Befriending Mean Sims 5.2) Carrying on Multiple Romances 5.2.1 The "Love Shack" 5.3) Maintaining Relationships the Easy Way 5.4) Sending your Sim Out of the House! 5.5) Creating Friends the Old Fashioned Way 5.6) How to Befriend SimKids 5.7) Sim Personalities and Compatibilities 5.8) Getting the Desired Interaction 6.) Working (and Not) a.) Quitting b.) Job Events 6.1) The Jobs Chart (a.k.a. the Career Paths) 6.1.1) Livin' Large Careers 6.1.2) Unleashed Career Opportunities 6.1.3) Alternate Job Chart 6.2) Abusing the Carpool 6.2.1) Early Morning Social Call (while Abusing the Carpool no less!) 6.3) Quitting for Fun and Profit 6.3.1) Job Hopping Analysis 6.4) Job "Shifts" 7.) Running an Efficient Household 7.1) Working the Pause 8.) Expanding the House 8.1) Building that Second Story 8.1.1) The "Flying" Second Story 8.1.2) The Balcony 9.) Babies and Children 9.0.1) Baby Tips 9.0.2) Baby Personality Matrix 9.1) Children and School 9.2) What Kids Do 10.) Everything Else in the Neighborhood 10.1) Death and Ghosts 10.2) Did you Know? 11.) Cheats & Tricks 11.1) Deleting Trash (and Bills too!) 11.2) Paying only Every Other Bill 11.3) The Newbie Trick 11.4) Washing Dishes Faster 11.5) Deleting your Characters, and resetting their Mood 11.6) How to Max out all the Personality Stats 11.7) Starting a Sim with random Job Stats 11.8) Speeding up your Sim 11.9) Better Personalities through Chemistry (Livin' Large) 11.10) Sell the Rocket Explosion 12.) Customizing Your Game 12.1) Changing the Radio Station Music 12.2) Skins 12.2.1) The "Nude" Patch 12.3) Setting up Multiple Neighborhoods 12.4) Download Surprises 12.5) Playing Without the Sims CD 12.6) Creating your own Objects 12.7) Custom Interface Graphics 13.) Known Bugs 14.) Getting the Most from "The Sims" 15.) Wish List Frequently Asked Questions Livin' Large Frequently Asked Questions Final Words... ------------------------------------------------------------------------------- i. What is The Sims? ------------------------------------------------------------------------------- The Sims, simply put, is the People Simulator from the creator of SimCity. So, what is a People Simulator? Well, you get to run the lives of everyone in a neighborhood (not all at once, of course). Taking on one "family" at a time, you try to guide them to success in life, love, and the workplace. Left to their own devices, the Sims tend to simply tread water (i.e. they live without a goal), and that is where you come in. I like to think of the player as the Sims' ambition, their goals in life, if you will. You are that little voice in their head that tells them to study Mechanics, or to take a shower, in order to get that promotion. Without you, their ambition, the Sims will tend to lounge around, fulfilling only their most immediate desire, without any eye on the future. Sim (noun) : A simulated person in a Maxis game. Ex: The Sim went to SimCity to buy a bagel. Updates to The Sims: There are several new downloads available at the Official Site (www.thesims.com of course!). These aren't any great Patches, but are some neat new objects and skins. Maxis promises that every Thursday that they will have some cool new thing on the site, and therefore every Thursday is called SimDay. So far they have had 9 downloads: a Slot Machine, a Cuckoo Clock, a Moose Head, 5 Warrior Skins, 5 Houses, New Plants, Wall Lights, new Physical Skins, "Elwood" Skin, MTV Skins, Topiaries, Flowerbeds, a Guinea Pig, the White House, Two New Trashcans, a Glowing Flamingo, a tool to create custom Wall Hangings, Turkey Dinner, Jack O'Lantern and a Jukebox. Mini-Review: This is the first time a review of mine will be found in my FAQ. I just felt that I needed to express my opinions on the game in a more editorialized fashion than the normal FAQ sections allow. I have been looking forward to The Sims since I heard about it back in November. I couldn't quite put my finger on why this game sounded good to me, but I was certainly intrigued. Controlling people's lives? Sounded (strangely) like fun. After having played it non-stop since I bought the game, I can sum up my experience in one sentence: One of the most strangely addicting and compelling games I have ever played. I haven't played a game this much since Rollercoaster Tycoon, and that was back in April '99. That's almost a year. I have stayed up many a night until 1 or 2 am, and only going to sleep then so that I could get up the next day and play some MORE Sims! In The Sims you take control of a family of Sims and try to guide them through life. Along the way you develop friendships, work your way up the career ladder at work, and try to keep your Sims fed and happy. You can sit back and watch the Sims interact with each other, or you can take a more active hand and FORCE them to do your bidding. You can even shut off their Free Will. Personal interactions between the Sims is often the most amusing part of the game. Watch as someone will shoo another Sim out of the bathroom so he can take a leak. Or as a Sim attempts to give another Sim a back rub, but is pushed away. Then there are always the Sims who like each other... a lot, and start getting passionate. I also really enjoy the differences between the Sims. One may be very neat, and like to clean up messes, and another may be extremely mean, and prone to get into fights. Very interesting variety. All in all I really enjoyed this game, and give it a 9.5. ------------------------------------------------------------------------------- 1. Getting Acquainted ------------------------------------------------------------------------------- Welcome to the crazy world of The Sims. I'm assuming that you have gone through the first Tutorial, and if not, then you probably should. It teaches you all of the basics of the Sims and their needs. Once you have finished with that little tutorial, save it and go back to the Neighborhood. Note: There is a neat little trick that one can do with the Tutorial, check out section 11.3 The Newbie Trick for details. Note: There is only one neighborhood! Therefore there is also only one Save Slot. Of course, there are lots of houses in the neighborhood, so do you really need more than one save slot? The first thing you should know, is that you control the entire neighborhood. Not at the same time, but one house at a time. When you aren't directly controlling a house, NOTHING HAPPENS THERE. It's like they are in stasis. They can be called over to your current house (assuming you've met them), but they won't actually do anything. They'll be exactly as you left them when you go back to them. So, if you play one house, then switch to another, then switch back to the first, it will be as if nothing has happened. If house 1 was eating breakfast, they'll still be doing that when you get back. Note: There is ONE exception to the "nothing happens while you're away" rule. And that is Relationships. If you have the Sims in your current house flirt with the Sims from the other house and their relationship improves, then that will carry over. Another thing to know at the Neighborhood level is that the people you put in the neighborhood are the only ones you can be friends with. That is, there are no "random Sims" wandering about. Since your Sims require the friendships of lots of other Sims (some careers require that you have lots of friends)that means that you will have to work on the Neighborhood as a whole, rather than single-mindedly working one house. (more on this in section 5. Of Friends and Lovers) Free Will: A quick little note here on Free Will. You CAN turn free will off if you'd like to take full control of the Sims. With only one or two Sims under your command this is an easy thing to do. However, once you get up to 5 to 8 Sims, then it can get very difficult to control all of their separate actions at once. Free Will is useful to some extent--the Sims will do things that are quite beneficial to themselves, such as cleaning up the house, or talking to the neighbor. Although you should know that the Sims aren't very efficient in what they choose to do. Suppose that you need to improve both Hygiene and Comfort. The best choice (if you have the Time) is a bath. Well maybe the Sim wants a shower. Or what if the Sim takes the bath just as the carpool pulls up. Therefore you can't totally give over to free will. But neither should you destroy it and control their every move. Sims WILL ignore your commands if what you're telling them to do seems contrary to what they need most. A starving man won't go play basketball (or at least, is far less likely to!). Well on we go! Click on the Create a Family button to get things going. (You could, of course, play the Goths, or the Newbies, but you will need to create a new family to start filling in the Neighborhood) The following subsections deals with the Sims themselves, and why they do the things that they do. Note: Throughout this FAQ I often refer to Sims as "he" or "him". This is a fairly arbitrary choice of gender, basically because I myself am male. This is not because all Sims are male, I just refer to them that way. ------------------------------------------------------------------------------- 1.1 Understanding Your Sims ------------------------------------------------------------------------------- Even if you don't have Freewill turned on (and you don't HAVE to, check the Game Options) you should understand a few things about your Sims. What they like, why they like it, etc. For example, why does a Sim choose what they do on their own? Why do they stop doing it when they do? In the first subsection we'll talk about the 8 motives (or as I prefer to call them, Needs) and their effect on your Sim, then in the next subsection we'll talk about the reasons behind your Sim's actions, and how to better control them. ------------------------------------------------------------------------------- 1.1.1 What a Sim Wants/Needs ------------------------------------------------------------------------------- Each Sim has 8 Needs that constantly need to be met. And at most you can satisfy 2 or 3 needs at a time. Note: The Hot Tub CAN satisfy up to 4 needs at a time, depending on whether there's more than one person in the Hot Tub. Also, Sims will stay in the Hot Tub until all 4 of those needs are filled. (these Needs are Hygiene, Comfort, Fun, and if someone else is in with them, Social) Also realize that the needs are weighted differently. That is, Hunger counts for more than Room does, although both count when computing mood. So, your Sim will try to satisfy Needs based on the most serious Need first, which may not be the Need that needs the most work done on it. The Needs: (in no particular order) Hunger -- fairly self-explanatory. Satisfying hunger can be done mostly at the fridge. In a pinch you can also call the Pizza delivery guy (under Services on your phone), but that isn't nearly so satisfying as a good home cooked meal. The following factors go into how satisfying, and therefore how much of the Hunger Need is filled, a meal is: - The Type of Fridge you have, the better the more satisfying the meal. - The Type of Preparation surface used. A food processor here is best, followed by a bare counter, then by using the surface on a dishwasher/garbage compactor. So don't count on the surface of the dishwasher, as it makes less appealing meals. - The type of cooking implement used, again the better the equipment, then the better the meal will be. - And the skill of the cook comes into play here. The more cooking skill points your Sim has, the better the meal. If you have the best in all 4 of the above categories, then you can and should let your hunger rating drop lower than you would if you didn't. Otherwise you are wasting all those nutritional points by eating a great meal when you only needed a good one. For more information check out section 4.1 Cooking (or a Meal fit for a Sim). Room -- How appealing the room you are in is. This is covered in depth in section 4.2 The Room Rating. Social -- Sims are social creatures, and need companionship. Some Sims (the High Outgoing Sims) need Social more than others. (i.e. their Social rating will drop faster than the less outgoing Sims) The "High Level" interactions, kissing, hugging, etc., have a better effect on this than merely talking. The best way to keep Social satisfied is to socialize at least once a day. Work your way up on other Sims relationship charts, dance with them, tell jokes, etc. Do that and you should be just fine. Bladder - Just use the toilet before this one hits Pure Red (empty) or you might pee on the floor. Not only that, but having this little "accident" cuts into their other Needs too, such as Hygiene. Your sims will need to "use the facilities" after drinking coffee or eating a meal. Note: Non-neat Sims won't flush automatically after using the toilet, so you will have to make sure that they do it, or the toilet could clog up. Energy -- Two ways to get Energy up, sleep, and Coffee. Sleep is the better solution, and the better the bed (or couch in the case of naps) the more Energy you get back in less time. If you fail to get to sleep or drink some coffee before your Sims' Energy bar hits Pure Red, then he will collapse on the floor and sleep there. THIS IS NOT GOOD! Your Sim will wake up with NO Comfort, and far less Energy than if he had slept in a bed. So before Energy gets too low, send the Sim to bed! Note: Espresso is better than Coffee, but takes longer to drink. Usually I prefer Coffee, as you can drink it several times in a row quite quickly. Comfort - A gauge on how your Sim is FEELING. Low comfort is similar to how you would feel Sore after exercising. Comfort is a Need that you should never bother with on its own. You can always increase Comfort while doing something else, for example, while eating your Sim sits on a chair, or while watching TV he sits on a couch. Note: The Best Toilet also increases Comfort. Also the main reason to get the top of the line Tub (not the hot tub) is because it helps Comfort as well as Hygiene. Hygiene - How clean your Sim feels. This naturally decays throughout the day, but is also decreased by using the toilet without washing your hands, or accidentally peeing your pants. Fun -- And lastly there is Fun. A bored Sim is an unhappy Sim. Keep your Sim entertained by having him read the Paper, a Book, or Watch TV, Dance to the radio, etc. There are some activities that help out 2 or more of the Needs. Some of these are: Sitting in the Hot Tub (Hygiene, Comfort, Fun, Social), the Hygeia-Matic Toilet (Comfort, Bladder), Eating while Sitting with Others (Social, Hunger, Comfort), Dancing with a Guest (Fun, Social), Joking with a Guest (Fun, Social), etc. ------------------------------------------------------------------------------- 1.1.2 Why A Sim Does What He Does ------------------------------------------------------------------------------- Why do some Sims like to watch TV and others like to read a book? Why does one Sim like cartoons and another the horror channel? Why does your Sim STOP doing a certain activity even though he still hasn't filled that Need? And why do they keep doing an inefficient activity when there are better objects to fill that need around? Let's find out! Here's where we get into the PERSONALITY of your Sims. (We won't actually be CREATING our Sims for the moment, we're just looking at them first so you can know what you're dealing with) Just like people, every Sim has his own personality. One Sim may be a happy little go-getter, while another is a slob who can't shut up. Obviously then, not all Sims are going to like doing the same things. The Personality Types: Neat, Messy -- Neat Sims are like little Maids, they clean up not only after themselves, but others too. They also wash their hands after using the Toilet, and after eating with their hands. They do the dishes, they take out the trash, and are generally nice to have around. Messy Sims are the opposite. They don't wash their hands, they don't do dishes. They also tend to leave puddles when using the shower. 0-2 Slob: So I occasionally leave a pizza box or two lying around, and I don't mind the flies buzzing all over. Why clean up when everybody else is willing to do it? 3-7 Occasional Cleaner: When it comes to cleaning up, I have a few basic rules. I flush when I'm done, throw away my own junk, and take out the trash now and then. 8-10 Neat Freak: I'm known to wash a dish as soon as I've finished eating. The trashcan's barely full before it's taken out. The paper is recycled as soon as I've finished reading. And the house is always spotless whenever I'm about. Outgoing, Shy - Outgoing Sims crave conversation with other Sims. As discussed in the last section, their Social Need will drop like a rock if they don't have some friends over to chat with. They're more likely to have the Higher Level social interactions pop up, and react better when someone does one on them (for example, they are less likely to push a hug away). Shy Sims still need Social, but on a smaller scale. 0-2 Shy: Being self-conscious and introspective, I don't have a great need to be social. It's hard for me to meet new people and make friends. 3-7 Member of the Crowd: I'm a little reserved, and it takes me a while to warm up to new people. You won't see me in the middle of huge crowds at parties, but I won't be sitting quietly in a corner either. 8-10 People Person: I am an extrovert. I love to talk to everyone. I crave social interactions. Basically, I'm a social animal. Active, Lazy -- The Active Sim wants to go out and play some Hoops, or do something other than sit around watching TV. They Dance, they Swim, and enjoy moving around. Lazy Sims are your couch potatoes. Their Comfort score will drop faster than for active Sims (to reflect their overwhelming desire to sit). Lazy Sims also have troubles getting out of bed. 0-2 Lazy: Is there anything worse than getting out of bed in the morning? Who needs ambition--a warm couch and a good TV show is all anyone needs. 3-7 Laid Back: Though not always on the go, I am somewhat motivated. Though I tend to linger a little too long in a nice cozy chair, I won't be caught sitting there all day either. 8-10 Energetic: Some say I'm a live wire. Some say I have ants in my pants. Either way, it just means that I'm always on the go and anxious to get there. Playful, Serious -- Playful Sims like to play around with other Sims (i.e. jokes) or with games (Pool, Computer, Pinball). Serious Sims are your bookworms. They also like Newspapers. 0-2 Serious: Sims who spend their time joking around just irritate me. Don't they understand that their frivolous folly is meaningless? So much more fun can be gained by reading a good book. 3-7 Amused: I laugh at good jokes, dance if there are other people on the floor, and like to play games. Generally, I like having fun, but I don't go overboard. 8-10 Life of the Party: When I'm not telling jokes, I'm laughing at them. I've never seen a game I didn't want to play. That's why everyone knows the party is always at my house. Nice, Grouchy -- This mostly effects how well your Sim will interact with others. Remember the old saying "Doesn't play well with others", well that's the Grouchy Sim. I refer to them as the Mean Sim as they like to insult, tease, taunt, and brag. 0-2 Mean: Everything makes me mad, especially when someone says I have a temper. If everything wasn't always broken, or other Sims weren't always bothering me, I probably wouldn't have to blow my stack so often. 3-7 Easy-going: While some Sims can get on my nerves a little, overall I'm pretty good-natured. 8-10 Compassionate: I like giving hugs and compliments. I love making friends with everyone. If everyone were more like me, the neighborhood would be a nicer place. Following your Sims' personality type will make them happy, but may make others unhappy. (i.e. the Mean Sim insulting people) So try to work within the boundaries of personality, but don't let it run their lives. Best Fun Objects Based on Personality: Playful -- Aquarium, Computer, Doll house, Guinea Pig, Piano, Pinball, Pool Table, Train Set, TV (Cartoons), VR Glasses -- INTERACTIVE Objects Serious -- Newspaper, Book, Chess Table, Looking at Paintings Active -- Basketball, TV (Action), Pool, Radio Lazy -- TV (Any Channel!), Computer Outgoing - Hot Tub, TV (Romance) Mean -- TV (Horror) Note: Train Set, Toybox and Playground are for kids only, but playful Sims seem to enjoy them more. (broadstrong) For a more thorough look at Sims and their interactions with various Objects check out section 4.5. Tip: Holding the mouse pointer over a CONTROLLED Sim speeds his movement. Holding it over an UNCONTROLLED Sim slows him down. (broadstrong) Check out section 11.8 for more information on this. Now let's actually create that Sim Family! ------------------------------------------------------------------------------- 1.2) Information on the Expansion, Livin' Large ------------------------------------------------------------------------------- This is a cursory explanation about the Expansion Pack for The Sims, Livin' Large. This section summarizes everything in the Expansion Pack, and then lists where you can find more information on each subject. For example, the new careers are listed in section 6.1.1. First and foremost, Livin' Large is an Expansion Pack for The Sims. It is NOT, I repeated, NOT something that you can download for free. You must go to a store and purchase it. Try Walmart. Or Target. Or Babbage's/Software Etc. The suggested retail price of Livin' Large is $29.95. Dozens of new situations and objects: Alien abductions Roach infestations A chemistry set Genie in a lantern Fortune telling crystal ball Exploding garden gnome Holiday decorations Five new career paths featuring 50 new jobs: Musician: subway musician, piano tuner, wedding singer, lounge singer and more Sloth: golf caddy, convenience store cashier, lifeguard and more Paranormal: Tarot card reader, UFO investigator and more Journalism: game reviewer, weatherman, TV show host and more Game industry: beta tester, game designer, programmer and more New architecture and decor: Castle: Build the perfect creepy setting for the neighborhood mad scientist Vegas: Outmoded but not cheap aesthetic, such as clashing colors and odd decor Retro: A revival of the 50s-60s "mod" craze, upscale and chic, with graceful curves and a minimum of ornamentation The next information here came from Computer Gaming World, courtesy of Joseph Peitler. (Computer Gaming World issue 192, July 2000, in the read.me section, there is an article about the Sims Expansion Pack, titled THE SIMS: LIVIN' LARGE. Here are some items that MIGHT appear in the game coming out in the Fall.) New objects that have deeper repercussions: - An antique lamp that inhabits a genie (but be careful, wishes can backfire when you get stuck with an incompetent mystical being) - A new workbench to make gnomes (but a low mechanical skill will result in lawn ornamentation that basically functions as a proximity mine) - A crystal ball (to predict a Sim's future) - A voodoo doll (to torment other Sims) New characters: - Space aliens (that can abducts Sims) - A Tragic Clown (who shows up and performs disastrous tricks and never leaves) - The Grim Reaper (who you can bargain with for the life of your perished Sim) Sean from Maxis mentioned the Grim Reaper in the recent chat: The current design of the grim reaper is that he shows up occasionally when people die. If you make the right bargain with him, or win a little game, you can come back from the dead...but with..uh, some... uh, drawbacks of course. There was recently a chat with the designers, and Wendy Zupack summarized some of the major points: - In the Pack, there will be a vibrating bed where the naughty Sims will be able to 'Play With' each other. This, of course, produces babies. Also, it decreases energy and other needs severely, while increasing social (duh). - There will be about 125 new objects added, including objects now available as downloads from TheSims.com - There will be many more objects to increase Skills, such as an electric guitar for Creativity and telescope for Logic (Beware, the telescope brings on aliens!). - There will be more 'sets' of furniture, such as a dining table that might go with counters and chairs. - Wallpaper, flooring and furniture will have increased compatibility. - There will be vacations for all the working Sims. - The chemistry set and getting abducted by aliens both alter Sim personality, either temporarily or permanantly. - There will be triple the number of doors and windows (there are stained glass windows, boomerang-shaped windows, etc.) - It has been released! Check out the next few sections for more information. [ and it will cost $29.95 USD ] - New Items List: = Egg-shaped chair = Velvet Sofasauras Funk sofa = Wood burning stove (perfect for those log cabins!) = Coat of Arms (for the medieval people out there) = Stainless steel table set = Guinea pig painting = Tiki lamps = Head in a jar on pedestal = Ceremic elephant end table = Vibrating bed = Black velvet painting = Electric Guitar = New piano = Instruments of torture (not working implements of torture) = Suit of Armor (the most expensive decorative item at �15,000 each) = Throw Rugs (extra decoration) To cure guinea pig disease, buy the "Forgotten Guinea Pig" painting and hang it up. Your sim should be cured within a day. (JediPika88) The party balloons has a chance of attracting 1 neighbor every 30 minutes. Once all the balloons are popped or you have five neighbors, no more come. It does not work late at night. (JediPika88) ------------------------------------------------------------------------------- 1.2.1 Multiple Neighborhoods (Livin' Large ONLY) ------------------------------------------------------------------------------- One of the most common fan Utilities is the Neighborhood Manager that allows a user to create more than one Neighborhood. Now with the Expansion, Livin' Large, everyone can create up to 5 unique Neighborhoods. When the game first loads up you will be at the original Neighborhood Screen. In the top left corner is a number with a LEFT and RIGHT arrow by it. If you click the right arrow it will take you to Neighborhood 2, left to 5, etc. These new neighborhoods exist completely separate from one another. That is, you can't have Sims from one neighborhood visit another. And of the new neighborhoods, only the 2nd neighborhood starts with houses and Sims already in it. The others are completely blank. ------------------------------------------------------------------------------- 1.2.2 Cockroaches (Livin' Large ONLY) ------------------------------------------------------------------------------- One of the more annoying additions in Livin' Large (well, they can't all be happy fun new gadgets) are the cockroaches. They appear in a little swarm, and need to be Sprayed. Roaches usually appear when there has been a mess for awhile -- even an unmade bed counts as a "mess". To prevent them from appearing, then, you must keep everything clean. Cockroaches will kill the Room rating. Also Roaches can walk through walls, go under any object, and generally make a nuisance of themselves. Getting rid of Roaches requires having a Sim click on the Roach, then select the Spray option. There are a number of quirks with this action, however. One: the Spray command MUST be the ONLY thing in your Sim's action Queue. So you can't set them to Spray after they do something else, Spraying must be the ONLY thing that they are set to do. Two: if the Roaches move after you click them, then the Spray option vanishes, and you must re-click the roaches. Three: If you start Spraying roaches, and there are more than one swarm of roaches around your property -- even if they are outside your house -- your Sim will seek and destroy EVERY roach group that he can find. Maids will sometimes clean out the Roaches for you, but not all the time. In fact, since installing Hot Date, she never bothered with Roaches again. ------------------------------------------------------------------------------- 1.2.3 The Grim Reaper (Livin' Large ONLY) ------------------------------------------------------------------------------- Before Livin' Large, when a Sim died, he was dead. Nothing could be done about it (short of simply not Saving the game). Your Sim was gone. Not anymore! Now when your Sim dies, Death will come for him in the form of the Grim Reaper that we all know and love. When Death comes, anyone else in the family may go up to Death and [Plead] with him to not take the dearly departed away. At this point, Death can do three things: 1. Ignore your Plea, and take your dead Sim anyway. You still get their remains as a Tombstone or Urn, though. 2. Play you in a game of Rock-Paper-Scissors and you win. The Sim is brought back to life, and Death goes on his merry way. 3. Play Rock-Paper-Scissors and you LOSE. He might take pity (or not) and bring the Sim back. But as a zombie. Hey, it's better than nothing! ------------------------------------------------------------------------------- 1.2.4 Genie in a Bottle (Livin' Large ONLY) ------------------------------------------------------------------------------- One of the new Miscellaneous Objects in the game is a plain brass lamp. Anyone who has seen "Aladdin" (or any other cartoon dealing with Genies) will immediately recognize this as a Magic Lamp. To get to the genie, select the lamp and [Clean]. It also has a very minor effect on Fun when [Viewed]. The genie can be used ONCE PER DAY. (every night at 12:01 a.m., he can be used again) Note: Before ever using the genie, I'd be sure to have a Fire Alarm in each room of your house. You can check out why under "Bad" for FIRE and LEISURE. The genie will make you choose between two things, and then he will "act." Each choice that he gives you has both a GOOD and a BAD effect. For example, choosing Money (from Love or Money) can give you either BILLS or a POT OF GOLD. Here are the choices: Love - Good - Summons forth a neighbor, who will immediately fall in love with your Sim - Bad - Ruins a relationship that you have -- or -- Money - Good - Gives you a Pot of Gold worth between �1141-2918 (well that's what I've gotten) - Bad - Gives you three bright red, nearly-due bills Friends - Good - Teleports someone there, and now they like you MORE - Bad - Teleports a friend there, and they're now angry at you (my person went down to -75 on the relationship-meter) -- or -- Family - Good - Anyone living with your Sim has their relationship with your Sim improved - Bad - Creates a "family crisis" where another family member will like you less (usually it just subtracts about 20 points from their relationship, so if it was 100 it might now be 80) Fire - Good - Improves your Sim's Comfort and Social Needs - Bad - Starts an actual fire in your Sim's house -- or -- Water - Good - Summons a fountain (for your Sim to play in, no doubt) - Bad - Floods the house (about 8-12 "water" spots on the floor) Work - Good - Gives a +1 to 3 different Skills (Logic, Body, Mechanical, etc.) - Bad - Deletes some of your Sim's Skills (for example, a Sim with 4 Cooking skills will have only 2 after this) -- or -- Leisure - Good - Gives your Sim the Big Screen TV or another Leisure Item - Bad - Sets one of your "leisure" items on fire (I've had everything from the "love bed" to the good toilet burn up) Earth - Good - Summons forth three indoor plants - Bad - Summons five dead plants, which can't be deleted, though your Sim can throw them away (an interesting side-note is that if the "move_objects" cheat is activated, these plants can be deleted in furnish mode for full price!) -- or -- Air - Good - Summons forth about a dozen pink flamingoes on the lawn - Bad - Plagues your house with lots of cockroaches The chance of getting a BAD effect to a GOOD effect SEEMS to be about 3 to 2. (so on average, every 3 bad events will be followed by 2 good effects) This naturally makes using the Genie a VERY risky proposal! Here are the choices that I would choose to minimize your risk: Fire or Water: Water (if the Fire burns something large, such as a bed, you won't get the fire extinguished before it destroys the item!) Love or Money: Money (early in the game this makes a great deal of sense, a pot of gold can net you almost �3000, and your 3 bills will add up to considerably less) Love (late in the game this makes more sense, you probably have a lot of friends and a lot of money, therefore you won't need more money) Earth or Air: Earth (the plants sell for more than the flamingoes, PLUS it's easier to clean up dead plants than it is to get rid of cockroaches) Work or Leisure: I have never had Work do anything beyond zap my skills, so I have to say Leisure, despite the Fire risk. Hopefully it will be something small and easy to put out. Friends or Family: Family (this one has almost no risk at all! Losing about 20 points with someone you LIVE WITH is all too easy to fix, and occasionally it will actually improve your relationships!) ------------------------------------------------------------------------------- 1.2.5 The Chemistry Set (Livin' Large ONLY) ------------------------------------------------------------------------------- One of the best new items in the expansion is the wonderful Chemistry Set. (Called the Concoctonator) Its primary purpose is to improve your Sim's Logic (it isn't fun). However, once you [Make a Potion], you can then [Drink Potion], and depending on the COLOR of the potion you get a variety of neat side effects: Blue Potion - The most common type of potion. This will completely fulfill THREE of your Sim's Needs randomly. One time this potion will fill up Energy, Hunger and Fun, while another time it will fill in Social, Bladder and Hygiene. Dark Green - Creates an Evil Clone of your Sim. By "Evil Clone" it means that this Sim is your exact duplicate. This means that this Clone may not actually be evil. If your Sim is a jerk (low Nice), then this Clone may be a really nice guy. You can't get rid of a Clone, but eventually they just fade away. Evil clones will ruin your Sim's relationships with other Sims. Yellow - Permanent Reverse Personality. Yep, your Sim will have their entire personality flip-flopped. If you had 3 Nice, you will now have 7. If you had 10 Neat, you will now have none. There is a really cool trick involving this potion, see "Tip" below. Purple - Turn your Sim into a monster. Monsters just don't listen to you! I had one that painted a picture (he didn't gain Creativity, but I sold the picture for �166, and this was at a mere 3 Creativity!). Monsters also tend to wake up sleeping Sims if in the same room. Monsters don't lose Need points. If they were halfway hungry when they became a monster, that's where they'll be later. Worse of all, monsters also have a tendency to break most things they use! Plus they seem to want to use (break) everything in the house! This effect eventually wears off. Light Green - Ruins all of your Sim's Needs except Room, such that they'll all have a mere sliver of green. If this one happens to you, you have to very quickly work on EVERY Need your Sim has all at once. I would do it in this order: Energy (a quickie coffee to keep them up long enough to eat) Hunger (get them food, STAT! If possible, eat with a family member, but you don't have time to call anyone) Bathroom (actually let them pee their pants, this only worsens Hygiene, but it was nearly empty anyway) Energy (get them to sleep) Hunger (when they wake up they need to eat again, and if you can, get some friends to eat with you) Bathroom (in the toilet this time) Hygiene (shower or bath) Fun & Comfort (have them watch TV with a family member or friend) Social (have them Hug anyone they meet) And that should be that. It took me about 16 hours to resuscitate a Sim this way. Orange - Turns your Sim invisible. Therefore other Sims can't interact with that Sim. However, your invisible Sim CAN interact with the other Sims. This potion has the shortest effect of all of them. Red - Causes your Sim to fall in love with someone in the neighborhood. White - Cures your Sim of sickness. 10:1 odds that this will appear when your Sim is sick (JediPika88). And, of course, the Chemistry Set can always explode in your face! Tip: Once the potion is created, there are two ways to get rid of it. First you can just drink it. This isn't always desirable, if say, the potion is a bad one. Second, you can sell the Chemistry Set and buy a new one. This will lose you some money as your chemistry set will have depreciated. Well there is a neat little cheating way to get around this. Activate the "move_objects on" cheat. (Press CTRL-SHIFT-C, then type "move_objects on" without the quotes) Now before you drink the potion, SAVE THE GAME. Then drink the potion. The bad effect hits you. Go into FURNISH mode (F2), click on your Sim, and press DEL. Go back to LIVE mode (F1), and click on your Sim's portrait to bring her back. Since the Sim is brought back from the last save, she'll be exactly as she was before drinking the potion. This does NOT work very well for the MONSTER effect, as if you delete the Monster, your Sim will never return! This tip also works well for the Genie effects, such as when he blasts away your skills. Tip: The Chemistry Set is one of the most fun objects in Livin' Large, and there is one fun thing to try with it. Create a Sim and give her NO PERSONALITY AT ALL. Then use the Chemistry Set until you get a YELLOW, or Personality Reversal Potion. Drink it and you will have the ULTIMATE PERSONALITY. Sweet. Takes a while but it works! Rob Sevening has another idea to remove unwanted Potions: Another easy way (without cheating) to get rid of an unwanted potion is to invite one of your Sim's friends over to your house. Make sure there is no food for the friend to eat because the first thing friends look for when they come over is something to eat. Anyway, once the friend arrives have your Sim greet them and do nothing else. The friend will walk directly to the potion set and drink the potion regardless of what type it is. This has worked for me every time I wanted to purge a potion. If it is the nasty green potion, the friend will leave immediately! ------------------------------------------------------------------------------- 1.2.6) The "Love" Bed (Livin' Large ONLY) ------------------------------------------------------------------------------- There is a big cheesy red bed with a giant red heart. This bed allows your Sims to finally do "it". Have one Sim get in the bed (under the [Vibrate] command). They'll strip and get in the bed. Then have another Sim (one who is in Love with the other Sim, naturally) go to the bed and do the [Play in Bed] command. They will then proceed with gettin' it on. It is both Fun and a Social activity. (naturally!) On the downside, it pulls down every other Need you have quite dramatically. The [vibrate] feature costs �20. There is also the [Relax] feature which improves a Sim's Comfort like no other. ------------------------------------------------------------------------------- 1.2.7) Beejaphone Guitar (Livin' Large ONLY) ------------------------------------------------------------------------------- The new Guitar is both fun and it improves your Creativity at the same time. Plus as a group activity, two people can share in the fun. Sometimes, however, the second person (the "watcher") will Jeer the person playing. This is usually caused by the first person being a horrible guitar player. The better the Creativity level, the better the chance that anyone [Watching] will "rock out". Even with people listening to your Sim-guitar work, this isn't a Social object. ------------------------------------------------------------------------------- 1.2.8) Woodworking Table (or the Work-at-Home career) (Livin' Large ONLY) ------------------------------------------------------------------------------- The KraftMatic Woodworking Table doesn't COST money, it MAKES money. (You still have to buy it, but it will soon be rakin' in the dough for you!) Used to increase Mechanical Skill while creating yard Gnomes. There is a slight chance that the police will fine you �500 (saying that kids can smell the fumes miles away). In any event, once a Gnome is completed it can be sold, (only through the Furnish F2 function) and the more Gnomes you make, the more money you get per Gnome. The rate at which Gnomes are produced is a little slow at first, but as you progress and your Mechanical Skill gets higher they take less and less time. Also the later Gnomes sell for more money. So, your first Gnome will sell for a measely �1, while your last Gnome will sell for �100. About every 3 to 4 Gnomes, the price rises by �1, and at every Mechanical Skill Increase the price rises by about �10. Lawn Gnomes do NOT appreciate in value like artwork (not the stuff you paint, but the stuff you buy). So if it would sell for �2 when you made it, it will still sell at that rate in 100 SimDays. The value of your gnome is equal to your initial mechanical skill times your updated mechanical skill (if it went up, otherwise they're the same). So, if you make a Gnome at Mechanical 1, it will sell for �1. If, however, your skill goes up to 2, but started at 1, then it will sell for �2. (with thanks to Amy Lam) The max price per Gnome is �100, which you will get when your Mechanical Skill gets maxed out. Once that happens you are making a Gnome every 20 minutes (from the time the Block of Wood is put on the table, to the time that the Gnome is put on the ground). Therefore you can make 3 Gnomes an hour, for �300/hr. If you were to have your Sim work at the table for 8 hours you could make �2400 a day. Of course, the table is very stressful for your Sim, and their Needs will drop while working at it. Gnomes are decorations and improve the Room rating slightly. Note: Gnomes are more interactive in Hot Date. Your Sim can pick them up, and give them as a gift. "Just what I always wanted..." If a Gnome is kicked, it might explode! I had a Sim turned into a Monster. First thing he did was kick a Gnome, which exploded knocking him on his butt. The ONLY way to get a Sim to kick a Gnome is through Free Will. You can't force them to kick a Gnome. ------------------------------------------------------------------------------- 1.2.9) Madame Blahbatfry Crystal Ball (Livin' Large ONLY) ------------------------------------------------------------------------------- Madame's Crystal Ball is the other method to improve your Sim's personality. What it does is it gives you a riddle. You must have your Sim do what the riddle says, and you will have a permanent Stat increase. (such as Playful +1) If it says to "seek pleasure", have some fun and become more playful. To gain your stat increase, simply do what you are told, and it will happen naturally. No more work required. (some info below from JediPika88) "be more clean" (have a clean house) - +1 Neat point (have a dirty house) - -1 Neat point "just enjoying yourself" or "fun not frown" (have fun) - +1 Playful point (no fun) - -1 Playful point "be nice" (improve a relationship by 20) - +1 Nice point (don't be nice) - -1 Nice point "befriend the neighborhood" (10 hours with other Sims in your house) - +1 Outgoing "active" (have a low comfort score) - +1 Active And of course, sometimes it has no effect. (Possibly because you didn't fail to meet its objectives, but didn't succeed either) It takes 24 hours from the time you first look into the Crystal, to when it adjusts your Personality. Note: If you "Delete" your Sim (see Cheats & Tricks below) it will also reset your Crystal Ball objective. ------------------------------------------------------------------------------- 1.2.10) Servo (Livin' Large ONLY) ------------------------------------------------------------------------------- The most expensive item in the game -- �15,000 -- is the robotic butler, Servo. He can do just about anything, cook, clean, repair. In order to function, his Pod must have one empty square in front of AND behind it. Then simply [Turn On] and he'll patrol your house looking for things to do. Once he runs out of tasks, he returns to his Pod. Servo puts on different "hats" depending on the job he is about to perform. He wears a brown cap if he wants to repair something, a little maid's cap to clean and a Chef's Hat when he prepares a meal. If you see him wandering around in the Brown Hat (for repairing) then you can assume that he WANTS to repair something, he just can reach it. Find what it is (it's probably a burnt out Wall Light), and clear the obstacle out of Servo's way so that he can fix it. To get Servo to COOK for you, simply click on his Pod again once he is already out and about, and select [Serve Food]. Be warned, Servo is NOT a good cook, and his meals are only slightly more satisfying than a mere SNACK. Note: Servo's meals may be unsatisfying to your Sims, but they are FREE and you can have him toss out LOTS of meals quickly. These meals are the equivalent of a Pizza slice. Servo MUST be [Turned On] EVERY TIME you want him to work. One of the promotionals Maxis made prior to the release of Livin' Large intimated that Servo might "rebel" against his human oppressors. I have not confirmed whether this exists or not. So in the end, is Servo worth it? No, not really. Even if you have the money, a Maid and a Gardener are better bargains. A maid will cost you usually only �10 a day, and a gardener is only �10 every 3 days. (we'll assume that you repair your own items) At these rates, it would take 1127 days of owning and operating Servo before he becomes cost efficient vs. the human help. Even if we doubled the Maid and Gardener rates (to �20 a day, and �20 every three days respectively) it would still take over 563 days before Servo is worth the money. Plus he has the annoying drawback that you must activate him EVERY time you want him to do something. In that time, you could probably do the very thing you were turning him on to do! If Servo automatically sensed a mess, or something to repair, went out and cleaned it all on his own, then he would be worth it. Rob Sevening has this to say about Servo: I've noticed that when my family has friends over and my robot is finished with his chores he will sometimes approach one of the visitors and interact with them. Sometimes he will entertain them (juggling act) or sometimes he will dance with them. He has never done it to any member of my family only to visiting friends. Another thing was he only interacted with the exact same friend every time she was over. It was though he grew some 'attraction' to that particular Sim. Servo may attempt to interact with a Sim if his social score is low. (JediPika88) ------------------------------------------------------------------------------- 1.2.11) Horrowitz "Star Track" Backyard Telescope (Livin' Large ONLY) ------------------------------------------------------------------------------- Increases a Sim's Logic Skill with only a slight chance of getting abducted by Aliens. Getting abducted by Aliens will mess up your Sim's personality. This hasn't happened to me yet, so I can't say anything more specific about it. Rob Sevening had his Sim's adbucted: I don't use the telescope anymore because it seems every single time I've had my Sims use the dang thing they get abducted. No aliens are ever seen, but they get 'beamed' up in purple beams of light. My family members then 'grieve' at the spot they were abducted. They cry for a few minutes then continue on with their business. The longest I've ever been gone was about 12 hours. The Sim then reappears in a random spot (usually near the abduction point) with a picture of an alien in their conversation box. Each time their personality was apparently randomized (no pattern found) never to return to normal. ------------------------------------------------------------------------------- 1.2.12) The Tragic Clown (Livin' Large ONLY) ------------------------------------------------------------------------------- The Tragic Clown will only appear in houses that have his portrait hanging on their walls. Then the occupants must be sad, look at his portrait and he will appear and attempt to cheer you up. Too bad that he is so depressed himself, else he might actually be ABLE to cheer you up. As it stands, he manages to make matters worse! Hot Date & Vacation Note: The Clown can show up Downtown and in the vacation areas. He does much the same stuff there, but arrives without your having purchased the clown portrait. He does a variety of tricks (all of which fail miserably), but mostly just wanders around your house crying, coughing, sneezing, and just generally getting everyone down. There are bunches of interaction options with the Clown, but the only one that seems to make my Sims happy were [Insults]. There's nothing YOU can do to get rid of him, he simply has to leave on his own. Tip: Having trouble getting the clown to appear? Try this. Make potions with the chemistry set and try to get the light green (The one that makes you tragically unhappy yourself), then look at the clown's portrait. This guarantees nothing, but the clown loves a good tragedy! JediPika88 has this to say about Clowns: The tragic clown appears when the family's average motive drops below -20. Do not try to trap him, if he cannot get somewhere he makes a hole, goes in and pops up somewhere else. To get rid of him, get the family's motives up to 25. He will then leave. Or you can put his painting above a fireplace, remove smoke alarms, then light it. When the painting catches on fire, so will the clown. ------------------------------------------------------------------------------- 1.2.13) Voodoo Doll (Livin' Large ONLY) ------------------------------------------------------------------------------- Used to beat up someone from afar. Can't see that it has much point, other than pure annoyance. It can only be used on someone currently in the house, and cannot be used on children. I can't see much of a purpose to this item, except for sadistic pleasure. If the voodoo doll victim is in the same room as the one using it, they will attempt to slap the user. (JediPika88) ------------------------------------------------------------------------------- 1.3 Information on the Second Expansion, House Party ------------------------------------------------------------------------------- I wasn't terribly satisfied with House Party, as an expansion. I just felt that it didn't add enough to the Sims to justify the cost. Ah, well. What's New: 3 New Neighborhoods (6-8) Many new objects New Characters (The Caterer, the Mime, the Raver, Drew Carey, "Entertainer") Parties - which are started by clicking the phone and selecting "Throw Party" A few things to know: 1) Good parties are expensive. First you need to buy just about every party object in the game (which requires a large house to start with), then you need to hire a caterer to feed the group. The quality of the party can be measured by who shows up, if you get the Mime, your party stinks, if you get Drew Carey, you probably have a good party. 2) The "Entertainer" (or, Stripper, if you want to be accurate) that pops out of the big cake will flirt with members of the party who are around. This can create a LOT of havoc in their lives! I saw one female "entertainer" kiss about 4 different men before leaving, each one had their girlfriend in the room at the same time. Result was a lot of jealousy (and one completely ruined romance). 3) Mimes steal things. 4) Party crashers break things. If you want additional information on House Party, I would suggest checking out James Paterson's FAQ on House Party. This can also be found at http://www.gamefaqs.com/computer/doswin/game/30989.html Molly B. found an easter egg in House Party: 1. Buy "Jungle Jumble Import Display," and hang it somewhere. 2. Tell your sim to *view* it. (NOTE: The sim must be in a GREAT mood for it to work. 3. A picture of the Maxis staff, stangely dressed up will appear. Next to it will be a narrorative, with a written out french accent, which is supposed to be parody of a generic nature documentary. ------------------------------------------------------------------------------- 1.4 Information on the Fourth Expansion, Hot Date ------------------------------------------------------------------------------- What's New: ----------- From the Sims: Hot Date Readme: New Downtown Area --------------- Each Neighborhood can have its� own downtown. Just pick up the phone and call a cab. When you get downtown, visit one of the lots that Maxis has made for you. If you want to get creative with all of the new objects, hit the downtown button from the neighborhood screen and build your own downtown lot. When building your lot, it is best to place 3 tiles worth of sidewalk next to the street. We recommend that you limit the number of animated objects you place on your lot. The more you have, the slower the performance will be. New Non-Player Characters --------------- There are two sets of NPC's that are in Hot Date. There are the "worker-bees", like the chef, waitress and store clerks and there are the "dateable" NPC's. These "dateables" are Sims you can meet downtown and strike up a relationship with. New Catalog Sorts --------------- Each catalog sort now has a subsort in order to better organize the objects that are available. If you double click on the buy mode icon, you will notice that at home you have both a room and a functional sort. In downtown buy mode you have a Place and a functional sort. If you choose to place skill objects downtown, your Sim will not gain skill. Skills are only gained in your Sim's house. If you have previously downloaded objects from www.thesims.com, you will need to go to the website and download the updated versions so that they function correctly with Hot Date. New Web Features --------------- There is now a new exchange available to you on www.thesims.com. The Downtown Exchange is where you can post your new downtown lots that you have worked so hard on. You also have the opportunity to download lots that other Sim fans have created. Neighborhoods ------------------------- The Sims Livin' Large and The Sims House Party support multiple neighborhoods. The Sims Hot Date allows you to have a different downtown area with each one of these neighborhoods. You can select new neighborhoods by using the arrow buttons in the upper left portion of the neighborhood screen. There are five neighborhoods to start with, the first of which is reserved for the existing neighborhood players have created. Neighborhoods 2,3,4 and 5 are not created by House Party. This is to allow for Livin' Large to install its neighborhoods in these spaces. Neighborhoods 6, 7, and 8 have been created for your House Party houses. It is possible for users to have even more neighborhoods in The Sims House Party. Here's how: - Make a copy the TemplateUserData folder. Place it in the same directory as the other UserData folders. - Rename this copy to UserDataXX, where XX is an unused number (check the existing UserData folder numbers) up to 99. We do not recommend you use neighborhoods 2-5 until after you have installed Livin' Large. See the "House Party and Livin' Large" section for more details. - You can do this before you run the game, or while you are alt-tabbed away from the game. Either way, the game should pick up the fact that you added a new neighborhood. Here's an example: - You're running the game, and you decide you want to add a new neighborhood to hold some imported houses you just found on www.thesims.com. - You alt-tab to the windows desktop, find the installation folder for The Sims House Party, and make a copy of TemplateUserData. Rename this folder to UserData23. - Alt-tab back to the game. As you scroll through the different neighborhoods, "23" will show up. This refers to your new UserData23 directory. ***WARNING*** Do NOT rename the original UserData folder either while the game in running or when the game is not in use. ------------------------------------------------------------------------------- 1.4.1 New Social Interaction Options (Hot Date) ------------------------------------------------------------------------------- There are now far more things to worry about when your Sims interact. First, you might not be able to control the reactions of each Sim in a conversation. I'm not just referring to Sims who already lived together that you FORCED to like each other, but also to Sims in the neighborhood. Just switching from one household to the next to get 2 Sims to like each other, propose and move in. Now some Sims are NPCs. That is, you don't get to control them. You can meet NPCs at the new downtown area. Note: These NPC's have the last name "Townie." They make a good way for you to gain more Family Friends without having to simply fill up a neighborhood with "filler" families. The "Friendship Meter" used in previous versions is now replaced by a "short term Friendship Meter." It works very similarly to the old meter. Positive reactions to your Sim increase the meter, when it hits a certain number (about 60) you make a new Family Friend. Note: Remember that the meter represents YOUR SIM'S feelings, not the total relationship. It won't tell you how the other person feels about you, and THAT is critical in determing whether they become a Family Friend. The new "long term Friendship Meter" doesn't decrease nearly as often as the short term (which decreases in value daily). It, as its name implies, offers you a view on the long term relationship between your Sims. Downtown ... while downtown you can only control ONE SIM. I imagine this is what The Sims Online will be like. You can either "go it alone" with your one Sim, or you can call/invite another Sim to go with you. This is like a date, I suppose. While on your date, any time you do a "group" activity, your date will follow you. That is, if you go to the restaurant and order food, your date will automatically follow. Play pool, dance, etc. ------------------------------------------------------------------------------- 1.4.2 Controlled Sim Interactions (Hot Date) ------------------------------------------------------------------------------- Hot Date also allows you to control just how far you want your Sims to go with an action. For example, if you want to Hug another Sim, but don't want that Sim to get the "wrong idea" you could do a quick "Friendly Hug." Or, maybe you want to become good friends/lovers you would go for the "Intimate Hug," where they embrace for several seconds. It's all up to you, now. Tip: Remember to do actions that the other Sim enjoys the most. This is (as before) based on that Sim's personality. For example, "Active" Sims enjoy doing active things, such as Lively Dancing. If a Sim consistently rebuffs your attempts at TYPES of actions, then you know something about their personality, and what types of actions to use on them. For instance, if a Sim always boos your jokes/puppets/other playful things, you know they have a low Playful rating. ------------------------------------------------------------------------------- 1.4.3 Interests and Inventory (Hot Date) ------------------------------------------------------------------------------- Interests: ---------- The major changes to the Sim interface are the addition of an "Interests" button and an "Inventory" button. Interests are literally what interests your Sim. Ex. Dating/Sports/Money. Note: To get your Sims to talk about Interests, click the Sim > Talk > About Interests. If you are Downtown, you can actually ask the Sims there what their interests are. Ask > What are you Into? The major reason to ask a Sim what she is into, is if you can't just check it yourself, for she is a Townie. (see Downtown below) Each Sim has a rating in each Interest grouping. A Sim with a maxed out Interest in Sports gets along well with other Sims who like Sports. Conversely a Sim with NO interest in Sports gets along with other Sims who hate sports. And just as you might suspect, the Sim that loves sports does not get along so well with the Sim that hates sports. In other words, a LACK OF INTEREST in a subject is itself a common interest among Sims. If you want to customize your Sims interests, go buy a Magazine from downtown and read it. Each magazine contains 3 interests. Studying an interest in the magazine will improve one Interest and drop another. Interests Magazine Cost Raises Drops ------------------------------------------- The Avarix �6 Money Outdoors Politics Sports Technology Excercise Livin Large �5 Music The 60s Parties Technology The 60s Weather MAXISMUM �7 Travel The 60s Outdoors Politics Excercise Food WhooNoo!!! �6 Romance Style Hollywood Food Style Technology Victor's Digest �3 Food Hollywood Sports Outdoors Weather Outdoors Inventory: ---------- Objects that your Sim is carrying. Typically this space is used to show you what gifts you are carrying. (Gifts are bought downtown, or in the case of Lawn Gnomes, built by your Sim) These gifts are then given to other Sims to improve their friendship. ------------------------------------------------------------------------------- 1.4.4 Downtown (Hot Date) ------------------------------------------------------------------------------- The default downtown comes with all but one of the lots full. Each lot typically has a bunch of objects and things to do in it. Typically every Need is accounted for in these Lots (except Energy, i.e. there are no beds around). So, as long as your Sim has lots of Energy, you can head off to Downtown. The best lot of the bunch is probably the old converted Farm, which is now a pricey restaurant and nightclub. It offers the best entertainment value, dancing, which is free. Note: To go downtown, use your phone and call a cab. (�50) Note: Everything Downtown costs MONEY and usually a lot more than normal. Meals at restaurants are considerably more than the �20 you pay at home. Tip: Easily the most useful thing to do is to Auto-Center (Right-Click) on your Sim to keep from losing her. You can also right-click your Date's portrait (in your Relationship bar) to auto-center on him/her. Wouldn't want to lose track of your Date... or yourself for that matter. Tip: While in a restaurant, if you get the guitar player at your table, tip him �20 to get a more ROMANTIC mood. ------------------------------------------------------------------------------- 1.5 Information on the Fourth Expansion, Vacation ------------------------------------------------------------------------------- ... Forthcoming ... ------------------------------------------------------------------------------- 1.6 Information on the Fifth Expansion, Unleashed ------------------------------------------------------------------------------- What's New: ----------- From the readme: New Family Members - your PETS! ------------------------------- The Sims Unleashed offers many new pets to add to your Sims� families. Dogs and Cats are adoptable, and become family members! Birds, Turtles, Iguanas, and Fish can be purchased and brought into your Sims� homes from the local pet store. Don�t forget to buy them cages. New Neighborhood --------------------- The Sims can now see their much larger Old Town, thanks to the expanded view and zoning opportunities of the new neighborhood in The Sims Unleashed! The original neighborhoods from the Sims are still there, and all your families are accessible - you can find them in the upper right section of the new neighborhood screen. You now have 41 lots to play with in each neighborhood! In this new neighborhood, you can choose whether you'd like any lot to be a community lot for all your Sim families to share, or a residential lot for your Sims to live on. You can do this by clicking on the "Evict or Rezone" button at the top of the neighborhood screen. Community lots offer a different set of objects and opportunities from the residential lots you're used to in The Sims. You can use our community lots to have all your Sims socialize, adopt pets, pick up gardening supplies or the fruits of other Sims' labor at a farmer's market, shop, play, eat, or even enter your dog or cat in a pet judging contest! You can also build your own community lots to delight or destroy the moods of your Sims. The possibilities are endless! Should your Sims want to visit any of the community lots in your neighborhood, have them call a cab, so the Old Town Shuttle can pick them up and take them wherever you'd like them to go. New Lot Filters ---------------------- There are now new lot filters for your neighborhoods. The new filter buttons in the Neighborhood Transit Screens sort the neighborhood lots by Lodging, Food, Gardening, Shopping, Dogs and Cats, Small Caged Animals or Recreation services. This makes it easy to choose which lot you want to go to at any given time. NOTE: If you have Vacation or Hot Date installed, then your Unleashed installation will bring a Lot Filter toolbar to your Downtown and Vacation Island screens as well. However, if you installed Unleashed AFTER Vacation and/or Hot Date, you will need to save your Downtown and/or Vacation Island lots for the Lot Filter toolbar to take effect. New Phone Book ------------------------- Gotten too popular for your own good? The Sims Unleashed has come to your rescue with a brand new phone book system. Your phone pie menus now say �Call Neighbor�� and when you select this interaction, a phone book appears listing all the names of your friends� families on the left, and the individual family members on the right. New Gardening ------------------------- Finally, your Sims can now grow their own food! A new garden plot object lets Sims grow a variety of vegetables at home, using seeds purchased at a local market in Old Town. Proper care of the garden yields a crop that can be picked and stored in a pantry�a new entry into the Sims� food chain. For the first time ever, hard-working Sim families can now live off their own land, or make a living by selling their homegrown vegetables at the market! New Non-Player Characters ------------------------- The Sims Unleashed has a wealth of characters to liven up the lives of all your Sims � including your pets! Food and Entertainment: Be it saxophone or hand organ, coffee or pastries � community lots are the perfect place for a stroll in the park with family and pets in tow. The Maintenance Crew: Even in Old Town there are messes made and cleanup is needed. Animal Control: If your new litter of pups or kittens isn�t well tended to, count on someone from Animal Control to show up and remove them from the home. You can also call upon these friendly folks to get rid of skunks or raccoons who may visit your Sims from time to time. Palm Reader: You can have your pets or palms �read,� and if you ask her, the palm reader will tell you about all the other services offered by the palm readers of Old Town. Head Gardener: This helpful gent is a great source of advice for a Sim who has an avid or passing interest in their garden. You can also buy a great Plant Tonic from him, as well as vegetables, and he�s happy to buy any of the vegetables you�ve harvested and brought with you to sell in Old Town. Pet Judges: See the Head Pet Judge to enter your pet in the contest, have your pet judged at a pet pedestal, and win fabulous prizes to take home with you! The Pet Judges all evaluate your pet�s skills in a contest, so training can pay off in the long run. Pet Trainer: The Pet Trainer is available for hire anywhere there is an Adoption Center pet display. Sims can ask him questions about pets and training, and also hire him to train their pets for them. Four-Legged Visitors: Rabbits, raccoons, mice, gophers, and even skunks may pay a visit to Sims unexpectedly. New Careers ----------- 5 new career tracks are coming to the classifieds in your Sims' neighborhood! Your Sims can now choose to earn their living in Fashion, Culinary, Circus, Education, or Animal Care, with new carpools and 10 levels in each career track. Editor's Note: These are covered more fully in the Jobs section. Fashion Department Store Clerk Skills: Charisma, Creativity, Body Education Playground Monitor Skills: Logic, Charisma, Creativity Animal Care Dog Walker Skills: Charisma, Body, Logic Culinary Dishwasher Skills: Cooking, Mechanical, Creativity Circus Popcorn Vendor Skills: Body, Charisma, Creativity ------------------------------------------------------------------------------- 2. Creating a Family ------------------------------------------------------------------------------- Ah, your first family (besides the Newbies). Unless you created a family earlier that failed, and now you want to find out what you did wrong. Either way, we're going to create a Sim Family! Nothing fancy, mind you, just something to get started with. We're going to create two Sims for this family. Two is, in my opinion, the best number to start with. It isn't so hard to control as, say, eight, and is infinitely better than just having one as having an extra person gives you a great advantage over having just the one. What we're essentially going to do is to divide the tasks that our two family members are going to have. One person is going to get a job, and the other is going to take care of the house, cook, clean, and be the primary socialite You really don't need to employ both people at this stage of the game. This strategy really helps in the mornings when one person has to get ready for work (shower, toilet, etc.) the other cooks breakfast. When the worker goes off to work, the other one stays home, cleans up, and meets the neighbors who will all drop by (not all at once). Then later in the game, this Sim will call up those neighbors and try to make them into Family Friends. Also your stay at home Sim can answer the phone (which may be a Reward or another beneficial Event), pay the bills, etc. a. Creating a Sim So now we need to create some Sims! Two, in fact. The stats that you can give them effect what the Sims want to do, not what you will make them do. So a low Neatness isn't all that bad if you are going to be forcing them to clean up anyway. Of course, if you are a more passive Sims player, (you don't plan on telling them EVERY LITTLE THING that they should do), then SOMEONE should have a high Neatness. Plus it's nice when the Sims will automatically clean the table after eating. Try to keep your Sims distinctive and different. The stay at home Sim needs to be outgoing, nice, and playful, while the worker Sim needs to be active and outgoing. Beyond that keep the stats somewhat average. Note: If you keep a stat blank (that is, empty), then that person will be the opposite of that stat. So if he or she has no Nice, then that person will be mean, and prone to piss others off. That makes getting friends difficult! Another thing that stats effect is what type of recreation they most enjoy. Inactive people love the TV, while more active would like Dancing or other more interactive entertainment. Note: You don't need to use up all of the Stats points while creating a Sim, in fact, you could use NO stats points at all and make a surly, messy, lazy, mean, introverted Sim! b. Of Neatness and Maids One alternative to Neat Sims is to hire a Maid. This way you can avoid using ANY neat points to spend them elsewhere, and still have a wonderfully clean house. At most the Maid will cost you �70 a day, which isn't all that expensive. Plus the Maid is quite attractive! If you DO hire a Maid, then you don't really NEED a stay at home Sim (although I'd still recommend it for the Socializing aspect). Note: There are more consequences of having a Messy Sim than one would think. When the messy Sim gets out of the shower, he ALWAYS leaves a little "puddle". Also, he NEVER flushes the toilet. Warning: If you fail to pay for a Maid, or a Gardener, they will "Blacklist" you, that is, they will refuse to come back and work for you. This isn't a permanent problem, they "forget" about it after 5 days, but it can be annoying. Can't wait that long? You could just move out and back in. For now we don't want anymore than these two adult Sims. Once your family is finished, you cannot add new members by simply creating them... The only way to get new Sims is to Marry them, ask them to Move In (between Same Sex couples, either as friends or lovers), or to have a baby. Now let's build them a house. (or if you'd rather not build your own house, there are several already in the neighborhood) (The following 2 sub sections are alternative ideas to having 2 Sims, the first having to do with having just one Sim, and the second to having an Arkload of Sims, 8!) ------------------------------------------------------------------------------- 2.1 The Bachelor Sim ------------------------------------------------------------------------------- When I say "Bachelor" I mean any Sim who is living alone, not just male Sims. I have said that your first Family of Sims should probably be 2 Sims, well here are a few different ideas on how to play. The first being the Bachelor. The tricky thing about the Bachelor is that you have no one to help you. There is no stay at home Sim. So your Bachelor must get a job, and while he (or she, but for the purposes of this section, the Bachelor is a he) is at work, you can't socialize (you can even watch as all your neighbors drop by, and leave, because there's no one to greet them), nor can you clean up or have a meal ready when he gets home. So the real problem here is TIME. You simply never seem to have enough to Socialize, Work, and Improve your Skills. So here are a couple ideas to having a good Bachelor: 1. Pick a job with decent hours. By this I mean stay away from the career tracks that demand a lot of your time. I should suggest the Military career track as it has good starting pay and fairly steady hours. Also the Military requires the LEAST amount of Family Friends, and doesn't require ANY until Level 5. Note: The best way to pick and choose your Career is to use a computer. If you can't really afford a computer, buy it before you buy the rest of your things, use it quickly to get a good job, then sell it before it has been 24 hours. If you sell before that, you get all your money back! Tip: The absolute best hours come from the Science track, with a final hours from 10am-2pm. 2. Hire a maid. This way your Bachelor can live like a slob, and not care. This frees him up to hit the exercise machine, or call a date. The maid costs �10 an hour, and has a working hours of 10:00 am to 5:00 pm, for a maximum of �70 a day. However, if she runs out of things to clean she leaves then. 3. Build a smaller house, and use the extra money to buy a better bed, fridge, etc. Since you will have less time to do things (having no one to help you) you will need the better things to be more efficient! 4. Go to work every other day (depending on how much money you need). In the first few levels of your job, you will probably want to go everyday because you need the money. But at the higher levels, you need TIME more than anything, so skip a day. As long as you don't skip two days in a row, you will be fine. Use that day to improve your skills, make some friends, etc. You won't get paid or promoted, but it won't hurt your chances of getting promoted either. Of course, the challenge of trying to go to work every day and keep relationships up is kinda fun. ------------------------------------------------------------------------------- 2.1.1 The Bachelor Gets Married ------------------------------------------------------------------------------- Your Bachelor Sim can't stay a hermit forever, he eventually will fall in love, and want someone to move in or marry him. However, there is a better way than simply having him marry someone. Here's the idea. Your Bachelor Sim works fairly far up the career ladder, possibly to the top without getting married. He's putting career before relationships, only socializing to Gain Friends or Maintain Friendships for work. Once he is at or near the top of the ladder, he will be rich, and very likely talented as well. He'll have a great paying job, and lots of skills. Why not then, get your BACHELOR HIMSELF to move out? Here's what I mean. Say you're starting up a new family. Wouldn't it be nice if you had someone who had a nice high paying job? Well that's precisely what you should do! Marry the bachelor from the OTHER SIM. That way he will move out of his house, bring all his assets with him, PLUS he will keep his great job. This is a great way to help out Beginning Sim Families. If his net worth was �28k, then that family will gain that much when he is married into the family. Sweet deal! Note: Once you've moved your Bachelor out in this fashion, his old house will remain EXACTLY AS HE LEFT IT! Which might make it an ideal house to have another Bachelor move into, as it would be cheaper (due to Item Value Degradation) than buying it all new. ------------------------------------------------------------------------------- 2.2 The Full House (8 Sims) ------------------------------------------------------------------------------- Starting your first game with 8 Sims would be a little crazy. Just keeping up with ONE Sim's needs is hard enough, much less 8 Sims who all need the same things. Plus the most difficult thing about starting out with an 8 Sim Family is simply getting them all into a furnished house using only the 20k that you start with. I would normally just advise you to start with a small family, then build up from there, adding members by marriage or child birth. However, there is a good way to start out with 8 members. Don't build any special house, except having a longer bedroom. Stick in at least 4 beds in here. If you have any children, place as many 2 person beds as you have children. The bedroom will resemble a military barracks, but there's nothing to be done about that yet. Make sure there are at least 3 different Fun things for the Sims to do, or they will all fight over their limited Fun items. A radio, bookcase, and a TV should be enough. Now get all but one adult Sim jobs. Tip: Before fully furnishing your house buy the cheap computer and use that to get your Sims jobs. This will give you the choice of 3 different jobs for each Sim. Then once they all have jobs, sell the computer. If you sell it within 24 hours of buying it, you will get a full refund. With everyone working, you should get quite a lot of money, especially if any of them get promoted. Tip: If you start to get overwhelmed with these Sims, use the PAUSE feature then decide what your Sims should do, then UNPAUSE. Remember I did advise starting with only 2 Sims, a much more manageable number. ------------------------------------------------------------------------------- 3. Building a House ------------------------------------------------------------------------------- Our objective with building the house is to create a livable area and have enough money left over to actually put THINGS in the house. Here's our objectives: We need a good sized house (not large), with three rooms (living room/kitchen/dining room, bathroom, and one bedroom). The Sims don't require their own private bedrooms, and will do quite fine in a "communal" bedroom. (where everyone sleeps in the same room) We're going to start the house a minimum of 2 or 3 squares away from the nearby sidewalk. Now we create the Living Room/Kitchen. A good size for this is a smallish rectangle, about 11 x 6 squares. Build the entrance door near the mailbox and trashcan. Now off to the side of the house build a 4 x 4 room to be your bathroom. You don't need any larger at the moment. ------------ | | Key: | | | Bedroom | e - Door -- - wall | | Tr - Trash == - sidewalk | | ----------------e------------- Note: Two horizontal characters | | | is one "square" of SimLand. | e Bath | So -- is one 1 x 1. | Kitchen | room | | | | Note: To build a "square", hold | Living |-------- down the shift button while | Room | building a wall outwards. -----------e---------- ======================= Tr As you can see, this is a very small type of house, but is perfectly suited for two people. This is a "basic" house, and as your family grows you will need to add to it. Notice that there isn't a wall between the kitchen and the living room. This is quite intentional to aid in the parties that you will be throwing here! The open space allows people to move about more freely, and to prevent people from running into each other. Also note that this leaves space to the left of the Bedroom which is ideal for building another room, be it a new bedroom, or an entertaining room, or even just an outdoor pavilion. Once the basic floor plan is done, we need to apply wallpaper to the outside of the house, and to each room individually. The last few wallpapers in the list are specifically for the outside, and aluminum siding is cheap (�7). Note: To apply a wallpaper to every available surface, hold down the SHIFT key, then click. If you're doing this to the outside, it won't affect the inside, and if you are wallpapering the interior of a room, then it will only wallpaper that room. For the kitchen I would use the Deep Jade or the Tuscany Tin (�6). The living room you can do separate from the Kitchen if you want, although you can't use the SHIFT function if you do, as they aren't really separate rooms. In the bathroom I would go with a "Too Turquoise" (�6). Now we need to add flooring (can't have your Sims living on bare grass). Both the kitchen and the bathroom have their own matching floor sets (if you chose Tuscany, the best flooring would be the Il Perrinni Italliante tile (�20)). In the bedroom I would go with the simply Blue Carpet, it's cheap, and effective. Windows: Each room needs quite a number of windows to keep the room bright and happy. This effects one of the Sims' eight needs, that of Room. So place windows around each room until it is as bright as it can be. Don't forget this! Also, when you start furnishing a house, you need to place Lamps for when it gets dark. Which window you pick is entirely up to your individual preference! Note: Don't bother with a second story yet, as you don't need it, and you probably can't afford it! See the section on Expanding the House below for more information on Second Stories. Tip: A backdoor is a very useful thing to have, as it allows your Sims another way in or out (if the main entrance is blocked), and can provide for a nice patio outside as well. Try putting in a flamingo in the backyard, just for fun. Also the neighbors seem to like it. Alternate Floor plan 1: ------------ | | Key: | | | Bedroom | e - Door -- - wall | |-------- Tr - Trash == - sidewalk | e | ----------------e----- Bath | Note: Two horizontal characters | | room | is one "square" of SimLand. | e | So -- is one 1 x 1. | Kitchen | | | |-------- This alternate version moves the | Living | bathroom up 2 squares and builds a | Room | door into the bedroom. -----------e---------- ======================= Tr Alternate Floor plan 2: ---------- / \\ Key: | | | Bedroom | e - Door -- - wall | |-------- Tr - Trash == - sidewalk | e | ----------------e----- Bath | Note: Two horizontal characters | | room | is one "square" of SimLand. | e | So -- is one 1 x 1. | Kitchen | | | |-------- This alternate version cuts the | Living | square corners to be diagonal. This \\ Room / helps Room rating, and looks more ----------e--------- attractive. ======================= Tr Now that we have a house, we need to buy things for the house! But first some ideas on Better Houses (i.e. Richer). ------------------------------------------------------------------------------- 3.1 Building a Better House ------------------------------------------------------------------------------- Not to be confused with Section 7. Expanding the House, this section deals with building a house with more money to start with. After all, sometimes it's easier to start over than to keep adding onto a current house. --------------e--------------- / e e \\ Key: | Bedroom ---e--- Bedroom | | One / \\ Two ----------- e - Door -- - wall | e Bath e | | Tr - Trash == - sidewalk | | Room | | Pool | -----e-----| |-----e-----| Hall | Note: Two horizontal characters | \\___e___/ | | is one "square" of SimLand | e Hottub | So -- is one 1 x 1. | Kitchen Living | | | Room |\\ / Notice just how much larger | | ---e---- this house is than the previous \\ / models. Also, it makes the ------e-------------e--------- attempt to "round out" every + + room to improve Room Rating. + + + + This is a very large and ================================ spacious house, but designed to Tr keep most everything "close by" Notice particularly the amount of doors that lead into the house. Why two bedrooms? When you have a baby, place the baby, plus one caregiver to spend the night in their own bedroom. Then when the baby wakes up and needs attention, only one of your Sims will have to be awakened by it. Plus this allows you to do separate Socializing (you know, kissing other people than your wife). Alternate 1: The Second Story Key: e - Door -- - Wall Floor One: SS - Stairs + - Path Pool and Hot Tub Outside Tr - Trash /------e--------------e-------------e----\\ This house keeps the first floor | SS | Bath | very spartan and uses half the | SS e Room | space for an outdoor pool and | Kitchen SS Living | | spa area. The Stairs lead up to | SS Room |\\ / a Second Story, which will | SS | -------- contain 2 bedrooms, a bathroom, \\ / as well as an extra room, for ------e-------------e--------- fun. + + + + + + ================================ Tr Floor Two: /----------------------------------------\\ You could always leave the | | SS | | | "Extra" room wall-less and have | e SS e e Extra | it be a balcony. | Bedroom | | Bedroom | | | ---e---- |\\ / | e bath e | -------- \\ | room | / ------e-------------e--------- ------------------------------------------------------------------------------- 3.2 Who Needs Walls? ------------------------------------------------------------------------------- Thinking about this logically (and we Sims players are nothing if not logical) there is only one thing Sims need privacy for, and that's going to the bathroom. They don't seem disturbed when they sleep in a room with other people (though they do seem to mind being put into the same bed with a stranger). So, if all you need walls for is a bathroom, then why not simply save on money, and ONLY build walls around the bathroom? Walls are expensive! Save your money for something really cool, like that Hot Tub! Note: Well this strategy seems really cool on the surface, but there is a bit of a downside. No one can sleep in the same room as an active TV or radio. Which means that everyone will have to sleep at the same time. In other words, if Sim Bob is on the nightshift and Sim Betty is on the dayshift, they'll overlap, and one will want to sleep while the other wants to watch TV. Other than that it works great. Note: This strategy works best with a Bachelor Sim, for reasons stated in the previous NOTE. A more extreme version of this is to build ONLY the 2x1 bathroom, and have no house at all. This really saves on money as walls aren't cheap, but has some odd drawbacks, such as your Sim refusing to get out of the shower if even another Sim wanders by the lot, or your Sim getting stuck in the bathroom because another Sim wants to use it. However, it makes a great starting Bachelor house (although it looks very Hillbilly), if you intend to have this Bachelor get married into another household later. ------------------------------------------------------------------------------- 3.3 Housebuilding, Especially on a Budget (from Seeker) ------------------------------------------------------------------------------- Build Mode items, unlike Buy Mode items, depreciate as soon as you leave Build Mode and only that once. With this in mind, it is very wise to have a Sim who can lose money (usually just for this purpose, a shill) build homes, then be evicted and then populated with the Sims you wish to have in that house. This will amount to a savings of approximately one-third versus the pre-depreciation value, more if you are not a very careful house designer and have to delete and recreate walls, windows, or other items. That house that would cost your regular Sims about $16,000 to build now can be yours for just under $10,000. I don't believe this works with items such as staircases and fireplaces, but it will with walls, windows, doors, wallpapering, floors, and (most likely) pools. Be sure that you don't outfit the house with Buy Mode items and then evict the shill, because you will kick yourself when you have to do it all over again. Feel free to add as much flora as you wish from the Build Mode as well, it has no effect on the property value other than raising your Yard score. In fact, any item that can only be disposed of does not raise the cost. So go ahead and add as many trees, shrubs, flowers, and topiaries as you like with your shill. Always make generous uses of corners, it not only increases your room scores, it also saves money on building the house ($70 for a corner as opposed to $140). For a little extra added effect, on interior corners do a diamond pattern instead of a straight intersection. It costs the same and boosts room score. It looks very good where four rooms meet. All of this can be at the cost of space however. ------------------------------------------------------------------------------- 4. Furnishing a House ------------------------------------------------------------------------------- We're going to build things based on the Sims' Needs, with the most pressing needs first. We'll start with Hunger (the only Need that your Sims can Die of) and furnish the Kitchen. Kitchen Objects you Need: Refrigerator (�600 for the Llamark) Cooking Appliance (�400 for the Dialectic Free Standing Range, stove) Empty Counter Dish Cleaning Apparatus (either a Sink or the Fuzzy Logic Dishwasher, �650) Fire Alarm (�50) Food Processor (�220) Trashcan (or if you can afford it, a Trash Compactor) Here's what I did. At the left end of the Kitchen is a 6x long wall. At the top I put a Dialectic Range, then a Fridge, then a Counter (if you did the Jade walls and floors, then do the Jade counter top, otherwise just keep it cheap!), then a counter with a Sink, and another blank counter. This leaves one square left in the bottom corner, but we'll use that later when we have more money. (By moving the Counter with the Sink to the corner, and filling that hole with a Dishwasher) Finally on the empty counter place the Food Processor. Note: When someone cooks a full meal it will go like this, they will take the food out of the Fridge, and stick it into the food processor (or onto a counter if you don't have one, but the food processor adds more Food value to the meal), then from there onto the stove, and from the stove to the counter where it is finished. Tip: Be vigilant with who makes the meals! Every Sim when they get hungry will go to the fridge to get a snack or to make a quick meal. But you should let only the person with the most Cooking skill cook, and then have them SERVE the meal. This creates 8 portions for only �20 which is very cost effective. Plus the higher cooking skill reduces the chance of Fire and increases the Food Value. Now 2 squares away from that stuff place a Card Table (�95). Around it place 4 Chairs (the cheapest chair works fine, �80). Make sure the chairs face the table. Tip: One good way to place the chairs is to put all the chairs in the corners, like this: Ch (not to scale) Ch ..... ..... ..... Ch Ch What this does, is keeps the other corners not touched by the chairs completely free for your Sims to put things on like the mail, and for YOU to put things like Lava Lamps (�80) on. The Sims will be eating closer together, but they don't seem to mind. This table is a 2x2 table, so how does this work with the longer Parisian table? Ch (also not to scale) Ch ..... Ch ..... ..... Ch ..... Ch Ch This table is longer, and can hold more chairs. I recommend the above pattern with the Parisian, as you fit more people, but keep the same amount of Places for Sims to Drop things (like Gifts from other Sims) or for you to put things (like radios). Onto the Bathroom. Bathroom Objects you Need: Toilet (�300 for the Hygeia-O-Matic) Major Hygiene Item (�640 for the SpaceMiser Shower) Bathroom Sink (�400 for the Andersonville sink) The placement of these objects isn't so tough, just put them in the corners, making sure that they face the right direction. If you have the money, I would suggest also putting a Medicine Cabinet in above the Sink. However, the Medicine Cabinet isn't as useful as a plain mirror placed in the living room. (Mirrors are used to improve the Charisma Skill) This is because other Sims like to use the bathroom, and you don't want to hold them up while you make a speech to a mirror. We want the shower right now because it is cheaper, and more time efficient. Plus we're saving up for that REALLY good bathtub! (The Hydrothera) Once you get the money, you definitely want that good tub! However, you will still want that shower. Nothing beats the quick shower, plus your Sim won't always need a full bath. Pressing onward to the Bedroom. Bedroom Objects you will Need: 1 Bed for each Person (in this case 2, Spartan Bed, �300 each) You won't spend too much time in the Bedroom, so you don't need too much more than that. Don't worry about the Room rating much either, so don't worry about lighting or decorations. One thing that you might want in the bedroom is an End Table with an Alarm Clock on it. Note: Alarm Clocks do need to be set by your Sims before they can be effective. The alarm goes off 2 hours before your Sim has to be to work. If you want more time than that to get ready, you can always manually waken your Sim. Although, if you get a Sim up before he or she is fully rested (full energy bar) they will stomp about a bit trying to wake up. Tip: The first beds that you can get aren't very efficient at getting your Sims their Energy. So as soon as humanly possible get that really expensive (and worth it!) bed. And finally the Living Room. Living Room Objects you will Need: 1 Couch (Contempto is �150) Television (Monochrome is �85, Trottco 27" is �500) Bookcase (�250 for the Cheap Pine) Desk/Table (Mesquite Desk/Table is �80) Radio (Down Wid Dat Boom Box is �100) Phone (could also put this in the Bedroom, although it wakes them up!) Security Alarm Have the Television placed by one of the walls, and have the couch face the Television about 2 squares away, and put the Bookcase next to the TV by the wall, so that your Sims can read and sit on the couch. Now on another wall place the table and place the Radio on it. Place the Phone on the wall behind the radio, and the Security Alarm anywhere on the wall. Tip: Placing the TV 2 squares away from the couch is more important than it might at first seem. Why is that? Well suppose a Guest Sim decides to watch TV, but there's no more room on the couch, they'll stand right in front of your Sim on the couch. But now your Sim wants to go to the bathroom, but now there's a Sim in the way! You'll have to wait for that Sim to move on his own before your Sim can get anywhere. (or you could just use the move_objects cheat, see the Cheats section below) Note: All appliances, computers, etc., can break down and need to be repaired. You can either repair them yourself (and maybe get electrocuted and killed) or call the Repairman who charges you �50 per hour. Until you get your Mechanical skills up (via reading) you should probably just call the experts. Note: An alternative to placing the Security Alarm in the living room is to put it outside. Then the Thief doesn't even have to enter the house to trip the alarm. There's more on burglars in the Section Everything Else in the Neighborhood. a. Lighting and Lamps Now that we've adequately furnished the house (I say adequate, because once you get money, you'll want to replace your shoddy items with better ones, like your little monochrome TV for a HUGE Plasma TV), you will want to start filling your house with Lamps. I would place 1 lamp in the bathroom, and 1 in the Bedroom, and a lot in the Living Room/Kitchen. Keep the lamps spaced out to keep the lighting in the room even. (Say, 3 to 4 squares apart) Check out the Sims website (http://www.thesims.com) to download the new Wall Lamps, which are placed on the walls rather than on the floor, in the same way that the Fire Alarm attaches to the wall. Note: Lights can burn out, and need to have their bulbs replaced. BEWARE! Your Sims can get electrocuted by doing this! There isn't a good chance of it (maybe 1 in 5), but you may want to call a repairman. b. Decorations The other way to pump up the Room value is to put decorations into a room. And the easiest of the decorations to place, are the Paintings. Since these go on the wall, they don't take up any space, and unlike plants, they don't require water. Most decorations also have a Fun value, which happens whenever someone looks at it. For example, you can have your Sim check out a painting. Also the better objects (such as the Plasma TV) also have a positive effect on the Room. Use Decorations to get the Room rating up, not only for your Sims, but to help the Mood of visiting Sims. That helps you make friends! You know the old saying, a happy Sim is a friendly Sim. More on the Room rating in that section below (Room Rating). I know your house seems rather Spartan (you even have the Spartan beds, no doubt!), but this is just the starter equipment. As you go along, UPGRADE! Replace that fridge as soon as you can, as well as the Range. These will help alleviate your Sims' hunger rating better. Also replace those Spartan beds with better ones. If you get your 2 Sims to like each other enough, you can get a 2 person bed, and get them into it. I would also definitely get rid of that couch the first chance you get, and also get rid of the cheap lights in favor of the top of the line lights. Generally you spend a good deal of the game replacing your old junk with the better stuff. Let's make some friends... ------------------------------------------------------------------------------- 4.1 Cooking (or, a Meal fit for a Sim!) ------------------------------------------------------------------------------- But first, let's look a little deeper into the realm of Cooking for Sims. As I have said a number of times, we want the Stay at Home Sim to be our Cook, and therefore they should spend a good deal of time Studying Cooking. Whenever they have a spare moment, they should grab that book and study until they get all the way up to 10 Cooking Points. This helps in two ways: One, they are far less likely to burn down the house (unless using the Grill), and they prepare more satisfying meals. Beyond simply helping the Cook become a better Chef, you can also improve your equipment, and how you prepare the meals. Let's start with the equipment. The first step in cooking is the Refrigerator, and, no surprise here, the better the Fridge, the more satisfying the meals (the more it satisfies the Hunger Need, that is). The next piece of equipment is the Preparation part, which can be either just a countertop, or the Food Processor. The Food Processor is about twice as good as a mere countertop, and is faster to boot, so getting one of those is quite valuable. Then comes the cooking implement, from Microwave (the worst) to the Gas Range (the best). Finally you have to set the meal down on an empty counter top to serve the meal. (only necessary if you ARE doing a SERVE, if you are merely HAVING dinner this is skipped) Note: To keep things moving efficiently, you should arrange the kitchen appliances in order of use, so place the Fridge, then next to it have the Food Processor on a Counter, then the Cooking Range, and finally a blank counter. Why? Saves time, and every second counts! Note: If a step along the meal preparation chain is broken (say you have no preparation surface, or your range is broken, etc.) then you will get a different (and less satisfying) meal. If you don't have a prep surface or food processor you end out with a Can (or cans) of Beans. If you prepare it, but have no way to cook it, then you get a salad. These results ALSO occur if you have the item, but can't get to it. So if another Sim is in between your Cook and the Stove, you could end out with Salad. Next is how you prepare the meals. There are 4 basic options at every meal: Snack, Quick Meal, Have Meal, and Serve Meal. I would heartily recommend doing ONLY "Serve Meal"s and having them cooked ONLY by your best Chef. Then the meals will be very effective at removing hunger. This requires that you constantly check your other Sims when they get hungry as they will want to have Snacks or Quick Meals. It's much more cost efficient to have just the Big Meals (Serve Dinner, Serve Breakfast, etc.) Other Options: If you have no way of preparing your own meals, you can always call for pizza (�40). It also takes some time for the pizza to arrive, and it isn't very satisfying. Also you can use a Grill to grill up some food. This isn't so satisfying and can cause a fire (if something is too close to the grill). Both these options do make for some good socializing, however. ------------------------------------------------------------------------------- 4.1.1 Food Strategies ------------------------------------------------------------------------------- This section is from Mark Hissett When you prepare a meal (fit for 6) the plate will remain fresh for about 8 hours. However you can prolong this. When you take plate of food off the main dish, it will last 8 hours in itself. So if the main dish is 6 hours old and you take a plate off. That one plate will not get flies above it for approximately 14 hours. So, one thing you might want to try is to make a meal (that is not going to get all eaten of course) and after 6 or 7 hours. Take a plate off one at a time. Do not eat them. Just cancel the action after they have taken the plate. They will probably put it on the floor. Now that food will last another 8 hours. When your sims get home from a hard days work, and your homemaker sim needs a bit of rest. You can control the sims to take that food and eat it. Also, guests do not eat food that has already been dished out. Well aside from that, 6 plates takes up a lot of room. And so does chocolate and brownies. In the build or buy mode you can move plates of food (the main dish as well). If you hover the food over the fridge, it will allow you to "put the food in the fridge." When you move the fridge any food inside will remain inside. I am not sure if there is a limit to how many dishes you can put in or not. Guests can take food that they have brought or take off the main plate, but again, they will not eat food already dished out. A couple downsides to this are, snacks and meals cannot be made from that fridge. The fridge also does not give anymore time for the food to go rotton. Another thing I am unsure of is when flies begin swarming the plate, if room value goes down. To get food out of the stocked up fridge, you will need to hover the cursor over the middle of the fridge, so that the fridge does not light up, this will give you the option to take plate or clean up. Pizza cannot go in the fridge. I am not sure if the little vases of flowers can or not either. Tip: If you are busy busy in the morning getting sims off to school and ready for work. Make breakfast (though it will be called dinner, unless made after 12:00 AM) around 10 or 11 the night before. The food will last then from 6 to 7. A prompt sim should be up by at least 6. And the food is ready for them to enjoy. ------------------------------------------------------------------------------- 4.2 Room Rating ------------------------------------------------------------------------------- The Room Rating is influenced by quite a number of things, but we'll boil it down to the essentials. One, is how well lit the room is. This is influenced (in the day) by windows, and in the night by Lamps. Two, is what is in the room that improves it, such as decorations. Three, is what is in the room that degrades it, such as garbage and messes. And four, the size of the room, the larger the better. In the early part of the game you probably can't afford the mighty Torchosterone lamp (the best lamp in the game, as it improves Room rating two ways, by being a Lamp, and by being a Decoration), but as soon as you get some steady cash flow, start replacing your old lamps with the good ones. Tip: In the beginning of the game, only buy a few lamps. It will be dark, and your room rating won't be so great, but you will save money (all objects degrade in value over time) so that you can buy the better lights later. Also the good lamps tend to need less bulb replacements. All the good objects also have a Room rating attached to them. Things like the Plasma TV, the good couches, etc. Therefore, once you have all the neat gadgets in your living room, do you really need some art deco piece? The Outside Room rating is probably the most important, at least as far as your Job goes. It's probably already well lit, and large, so the only two things that you can do to improve it are to keep it clean, and add some decoration. A fountain and some flamingoes would go well out there. Plus you could put a fireplace out there if you really wanted to. Note: Keep in mind that if you let something go to Pot (such as a flower dying, or fish dying, a computer breaking, etc.) then it will pull down the Room Rating just like trash. After all, if you can't use the object as it was meant to be used, it's not much more than trash! Tip: The Fireplace has the best Room Rating (when lit anyway) of anything. HOWEVER, it can cause things (such as objects, or Sims) to catch on fire, and should be placed well away from anything! ------------------------------------------------------------------------------- 4.3 Alternative to Alarm Clocks ------------------------------------------------------------------------------- As anyone who has had to wake up to an alarm clock might say, it isn't the most pleasant feeling. Yet the alarm clock is the only way to get your Sims up in time for work. Or is it? Sims tend to sleep until their Energy Bar is full, then they also tend to keep on sleeping until an alarm clock goes off, or you wake them up. So you could just wake them up as soon as you notice their Energy bar full green (or at any set time that you want, although Sims take longer to get up if they aren't fully rested), but I prefer this little trick. If the Sim is sleeping, but is fully rested, he will tend to keep on sleeping until he has a reason to get up. Simply add something to his Queue (such as using the Toilet) and once his Energy bar fills up, he will wake up and start working on his queue. This way your Sim gets to be fully rested. This is a little more dynamic than simply waking your Sim with an alarm clock 2 hours before the Carpool arrives. Mark Hissett has this to add: A well rested sim will sleep to 6:00 AM. That means, if a sims energy bar is green at 4 or 5 AM, they will not automatically wake up until 6. If you tell them to do something while they are asleep, they will automatically do it, as soon as their energy bar is full, which may be earlier than you intended. A not so well rested sim will wake up anytime after 6, as soon as their energy bar is full, or if you wake them up, or if the alarm goes off. ------------------------------------------------------------------------------- 4.4 Who Needs a Trashcan? ------------------------------------------------------------------------------- There are 3 forms of waste management in The Sims: 1. Your outside trashcan. This is part of the Lot when you buy it, and you can neither move it, nor sell it. This trashcan is here to stay. 2. A standard trashcan. This holds trash, and can be put anywhere you want. When it fills up with trash (it doesn't take long!) it will take down the Room Rating until someone takes out the trash. 3. And finally there is the Trash Compactor, which not only can it hold more Garbage (because it compacts the garbage), but when it gets full, it does not take down the room rating, because the garbage is self- contained. However, you can probably get away with NOT HAVING A HOUSE TRASHCAN at all. You can never get rid of the First type of trashcan, so why should you buy any more trashcans? Here's what I'm talking about. There are only THREE MAIN types of trash (there are more than 2 types, but you won't come across the others often), Snacks, Newspapers, and Gifts. Consider for a moment that the place most likely to need a trashcan is the Kitchen area, which is notably near the exterior trash anyway (well it should be, it is in my designs). Therefore the walk outside to the trash isn't much longer than that to go outside. The important thing here is that we SKIP A STEP. If you don't have an interior trashcan, you NEVER HAVE TO TAKE OUT THE TRASH. For a different, i.e. "cheating", tactic on this, see section 11.1 Deleting Trash (and Bills too!). TheReaper86 has a slight different take on this: About the "who needs a trash can" thing: instead of buying a small Trash Can only to take THAT trash to the outside one...OR simply taking it to the outside trash, you can just use the CTRL+SHIFT+C cheat and use the "move_objects on" code and move the outside trash into the kitchen -- the only place you ever need one anyways. ------------------------------------------------------------------------------- 4.5 Sims Interactions with Objects ------------------------------------------------------------------------------- You may wonder why a Sim will go painting for fun when he doesn't need the Creativity, and he Needs more Fun than he can get out of painting. Part of the reason is that when Sims choose what they are going to do, they pick their most pressing need (Hunger being the greatest Need, then the rest based on how Red they are), and checking the room for the best objects. Once they have an idea of the best objects in the area, they'll randomly pick one and go to it. So it isn't entirely a random process, it's just not an entirely educated process either. After all, Sims do get bored of watching TV, they need more than just one source of Fun. So, if your Sim needs some Fun, he'll take stock of the area, find all the available sources of Fun, and pick one. They usually limit their choices to the better objects, so the more better objects you have, the better chance that they will pick at least one good object instead of going to something less than preferable. Note: This Randomness doesn't seem to apply to Guest Sims (Sims who you have invited over), they always seem to know what they want and use the best available method to get it. ------------------------------------------------------------------------------- 4.6 Moving Trash Yourself ------------------------------------------------------------------------------- You, the player, can pick up any object while in build mode, including dirty dishes, trash, bills, and other things. What does this mean to you? Read on! Red Phoenix sent me this: "While in Build mode, you can move any object that's currently not in use. You can get this ability to do lots of micro-management. For instance, before you can afford a maid, you can help your Sims with clean up. Gather all of the dishes and stack them next to the sink. Or gather trash and place it next to a trash can. If you're really cheap and lazy, you can create a garbage pit at the side of your house where you can throw your trash." If you do create a garbage pit, make it in a small enclosed space that has no doors. You will be able to move things in and out, but no one, thankfully, will be able to go in there. Also, you could just DELETE the garbage (see section 11.1 Deleting Trash and Bills too! This trick DOESN'T work with Livin' Large installed) instead. ------------------------------------------------------------------------------- 4.7 The "Cluster" Method ------------------------------------------------------------------------------- So, what is the "Cluster" Method? My latest attempt at efficiency! Here's the idea: Keep a cluster of objects around the mailbox/trashcan. That's the jist of it, anyway. Here's a more detailed explanation. Build your house about 3 squares away from the sidewalk, with your door being close to the mailbox/trashcan. Pave a little walkway from your door to the sidewalk. Now on one side of the walkway, place a cheap desk, facing the walkway. When you get the mail, your Sim will place the Bills on this desk, instead of walking who knows how far. On the other side of the table place a standard phone. On the opposite side of the walkway place an Easel, a Mirror, and a chess set with a chair (or two). Now when you call another Sim over to your house, you have a few things that you can do while waiting for them to actually arrive! So, call someone, then start working on your Charisma (using the Mirror), or play some Chess, or whatnot. Tip: If a Guest Sim arrives with an Object, such as candies, flowers, or whatnot, cancel AFTER they have given it to you, and your Sim looks for a place to put it (if you don't, it will possibly end up on your desk, candies likely end out in your kitchen), and your Sim will drop it there. However, it's very close to your garbage can for easy disposal. ------------------------------------------------------------------------------- 4.8 "Quick Use" of Items (the Buy/Use/Return method) ------------------------------------------------------------------------------- Some items in the game (Hot Tubs come to mind) are very expensive, and are used for one very specific thing. Why not simply Buy it > Use it > Sell it back. If done quickly enough, you can return the item for full price! Tip: Only return cheap items if they haven't depreciated in value. Expensive items you may want to keep if they've depreciated, but that depends on how often you use it. I'd still return the Hot Tub. I typically use this strategy with "Bachelor" Sims (Sims who live alone). Since I don't want their net worth to drop, I return items that they don't use often. Why keep the net worth high? So, when my Bachelor moves in/gets married somewhere else, he'll take all his money with him. ------------------------------------------------------------------------------- 5. Of Friends and Lovers ------------------------------------------------------------------------------- Your Sims are going to need some friends in The Sims. Not only to keep your Sims from going insane (Social being one of their 8 Needs), but also to advance in certain job fields you will need a certain number of friends. (for example, on the political career track, to become a Senator you need 14 friends, and mayor requires 17!) Note: Your Sim does not personally need to be a friend with someone, as long as SOMEONE in your family is friends with them, that is enough. In other words you only need family friends, not personal friends. When you first move into your house, various people from the neighborhood will come by and chat with you. Make sure to greet them! They might not come back if you don't. Once that new Sim is greeted then that person is "known" and at any time, you can call them on the phone to get them to come over. (unless they are working at that exact moment, but you can call them before or after work) Note: Yeah it sounds stupid but, the Sim you are calling also needs to have a phone for this to work. I mention this because you might want to create a large 8 person family, stick them on a vacant lot, and befriend them. If you want to do that, at least build one wall with a phone attached to it! Once greeted, this neighbor Sim will start working to fulfill his or her needs, just as your current Sims do. If there is food out, and they're hungry they'll eat it (but they can't fix themselves any food, not even a snack). If they have to go to the bathroom, they'll go (but they can't shower, or take a bath). Mostly, however, what they want to do, is to socialize! a. Socializing When you first start socializing with someone, keep it simple. Just talk. As your relationship gets better (10+ or so... depends on the Sim), start complimenting them, and telling jokes. Avoid doing anything else for awhile. Also, if they try to do something too intimate to you, and your "rating" (click on the Relationship button to see the number rating of how much you like them. By the way, they also have a number for you, and they may not be the same number... You might love them, and they might not care for you!) is not very high, you may want to cancel their action. So if you see "Be Hugged" by someone you just met, you may want to click it to get rid of it. Note: Negative reactions to social interactions (eg. crying after being slapped) will increase the social Need, but decrease relationships. Seems that bad interaction may be better than no interaction at all. (Winston Jen) As you get to know someone (40+) you want to start dancing, and hugging. Dancing is not considered sexual, and doing it is not coming on to them. And as you get even higher (70+) you may want to start flirting, and maybe even kissing! This all depends on where you want this relationship to go. Although you can be in love with EVERYONE in the neighborhood (except children), you probably won't want to. It makes parties awkward if you are in love with everyone there. Someone might want to kiss you, and if you are in love with everyone in the room... Tip: If you hear the "bad" music (meaning usually that something is going wrong, it sounds like a bad trumpet) and you just flirted with someone (or kissed, hugged, or danced with them), then you probably just flirted with someone's significant other! Check your "queue" to see if someone is going to slap you, and if so, click it to stop them. (Pause the game, if that helps) So how do you come onto someone else's significant other? Go into an empty room (if none are available, go outside), and Call Over that Sim that you like. Then flirt away! By the way, it doesn't matter if you hug them (or kiss them...) or if they hug you, their significant other will still get mad. Although maybe not at you... Tip: (from Nick Yowler) There's another exception to the rule about calling a Sim over to your house and nothing happens during their timeline. If you can get them to join you in a game of chess (for example), and you get them to play long enough, then their logic points will eventually go up. This also carries over to their house. So I suppose if you wanted you could call them over and enhance their skills without wasting time back at their place. b. Marriage and Moving In When you get someone higher up on the Relationship-O-Meter, you will get the option to ask them to marry (propose) or move in with you. Whether they say yes is based on their mood, and their opinion of your Sim. Getting someone to marry/move in with you is simply a two stepped process. First you must get them to love you. This is built up gradually. Start out with a friendship, then gradually work up to love. (Getting them in love with you is not necessary for Move Ins) Once you believe that they love you enough, now you have to work on their Mood. Sims will only marry you if all their needs are being met, and are therefore happy enough to marry. As such, you will want to feed him or her, entertain them, and generally keep them comfortable and happy. Propose, and they're in! When a Guest Sim (anyone you call over) comes to your house, their Needs are usually in an atrocious state. They are hungry, bored, and need to talk a LOT. This counter will reset every time you invite the Sim over, so if you fail to get them to marry your Sim in one sitting, you will have to start all over the next day. Note: If your Sim is turned down, the other Sim will give a reason, such as "We don't talk enough." (which means, that their Social Need needs work) They give what they think is the thing that would help their mood out the most, saying "We don't talk enough" tells you that you need to work on Social a lot, but that might not be the only thing that they need, merely it is the most pressing Need. Note: Moving In is only between Same Sex couples, whether they are lovers, or just roommates. Whenever someone is brought into the family through marriage or moving in, they not only bring any children they have with them, but if they are the only member of their family, they will sell their old house, and bring that money plus the cash they had on hand to their new family. Warning: When someone joins the family, they can no longer be considered a family friend! Although they remain a close personal friend (and possibly a lover) they are no longer counted in the Family Friend count. (Although they ARE counted as such in the Neighborhood, if you hold the mouse over their house) Note: So, you had someone marry you, and they were the last in their family, and so sold the house. Well the house is still in the neighborhood, and furthermore, it is in EXACTLY the same condition as it was when the person left it! So if someone new moves into it, they might find dirty dishes! All relationships wither over time, and as such, you need to constantly keep on socializing with your family friends to make sure that they STAY family friends! Tip: When working to maintain a relationship, you needn't work as hard at it as when you were building the relationship. So call the Sim over, talk a bit, maybe give a hug or two, then once the Rating is back up, tell them to go home. Then move onto the next Sim... Social Activities: Talking -- usually the most successful for simply improving the rating. This one also happens, to a lesser degree, when two Sims are doing the same thing, such as both watching TV or eating dinner. Compliment -- depending on how much they like you, and what type of person they are, the Sim you compliment will likely be impressed by this. They might, however, take it the wrong way. (best if done over 10) Entertain -- adults juggle dice; kids play with yoyo. Increases Fun and Social. Best for 30+ or so, but not quite good if the other party is not so playful (3-4 bars or less), especially around 30 or so. (from broadstrong) Tickle -- an activity that increases Fun and Social, but only best for good friends (75 or more) and the other party should be quite playful. (from broadstrong) Give Gift -- gives a nicely wrapped present. Will only appear when relationship reaches 40 or so. Seems like the other party will ALWAYS accept. (from broadstrong) EvilDave2 points out that: Sims that you have relationships with will NOT always accept gifts. In fact, in this relationship with my lady sim and Bella Goth, Bella ALWAYS took the gift and crushed it underfoot! Talk about paying someone to hate you! It affects relationships about -10 to -20 points. Also, this is strange since my sim's personality was compatible with Bella's. Joke -- depending on how playful the Sim is, and how much they like you, this will help your relationship. Best if used over 10. Also increases both of your Fun ratings Hug -- a better social activity, best between good friends, and lovers. Can make the other Sim's lover(s) jealous, though. Back Rub -- increases the Sim's comfort level, and helps socialization. Also will increase jealousy. Dance -- increases Fun rating, and makes others jealous. Best if used only between good friends (40+ or so). Note: There are two ways of dancing with someone. One is to click on the Sim and select Dance, and the other is to wait for someone to dance by the Radio, and then click on the radio and click Join. The second one will help Fun, but won't help Social (but they're less likely to turn it down!). Flirt -- for when you want the relationship to go further. Use this on friends to make them lovers. Best if used over 80. And you guessed it, makes other Sims jealous! Kiss -- the ultimate sign of affection! Also the most likely to get someone slapped, if either of the kissing Sims is already attached. Others: Brag, Tease, and Fight Joseph Peitler sent me this: I discovered another speaking action that a sim can use. When a sim starts flirting with sim mate 1 and is seen by sim mate 2 (that's when you hear the trumpet sounds of the "Woody Woodpecker" theme), that sim can over and "apologize" to sim mate 2 after the damage is done. It doesn't eliminate all the negative relationship points, but it does get rid of sim mate 2's negative reactions, such as slap, shove, and fight. broadstrong sent me this: More Social Interactions - Joining Interactions This comes in one of three types - Watch TV (TV only), Listen (piano only) or Join (everything else that allows Social Activity, except playground and guinea pig). Click on the Sim the active Sim wants to join with, then choose this action. Note that for the piano, if the listener doesn't like the music, the relationship points drop! [Ed. Note: The more Creatively Skilled your Sim is, the better he will play the piano, and the more likely the other Sim will enjoy their playing.] Note: So, can Sims get into homosexual relations? Yes, but only if you make them. They won't seek it out on their own. But it's just as easy to get 2 same sex people together as two of the opposite sex together. One final thing here. What do you do when you want someone to Move OUT? Well you could kill them (there ARE ways...), but if you're less bloodthirsty than that, here's what you can try. Load up another household somewhere, with another family that you aren't too likely to play often, and who has room for one more. Call up the person that you are trying to get rid of (or if they just moved into the neighborhood, wait for him or her to come around). Then socialize the Sim until you can get them to move in with you. Now they've left your first Sim family and joined a new one. Note: Sims may also pack up and leave if they get into a fight. At which point they disappear forever. ------------------------------------------------------------------------------- 5.1 Befriending Mean Sims ------------------------------------------------------------------------------- Just a quick note on how you should go about making friends with a mean Sim. The mean Sim tends to like to Taunt, Brag, and Insult the other Sims. This makes them happy (and gives THEM a better opinion of YOUR Sim, but makes YOUR Sim hate them). But it won't ever get them any friends, which is where you come in. In any social situation with a mean Sim, just keep an eye on your Sim's Queue to check for "Be teased", "Be insulted", etc. Whenever any of these pop up, just cancel them. Tip: Keep social interactions with Mean Sims simple (just Talking) until they start to like you. Once they like you, they are far less likely to be mean to you. So after your Sim is done talking, PAUSE, talk again, then UNPAUSE. Allow no other interaction to take place. Tip: Another way to avoid mean actions is to enter Group Interaction. Have the Mean Sim eat dinner with your Sim, or watch TV. This grows their relationship slower, but safer. ------------------------------------------------------------------------------- 5.2 Carrying on Multiple Romances ------------------------------------------------------------------------------- Your Sim(s) can fall in love with anyone and everyone. Sims are rather easy about who they fall in love with, all they have to have is a pulse. However, things start to get really sticky when one Sim is having relations with multiple other Sims. You know what I mean, Jealousy. When a Sim sees her boyfriend kissing someone else, she tends to react badly. She might slap someone, or stalk off, or even get into a fight. You could completely lose someone's friendship this way. They might even leave the game if provoked enough (via fighting that is). Yet the "romantic" actions are very common at the high levels of a relationship. You can't very well go without hugging a friend, can you? In fact, as you get closer to 100 in relationship points, you start losing the basic things, such as Talking, Telling Jokes, and Compliment. Which means, that the only way to maintain good relations, is to Hug, Kiss, and Flirt. But how to avoid that thorn of jealousy? - First off, never EVER do your socializing outside where everyone can see you. This does not include areas that are hidden behind a fence. Sims can tend to wander the neighborhood, and what if the husband of the girl you are kissing wanders by? - Second, if you are having many people over, and you THINK that 2 of them may already be romantically "linked", then go into an unoccupied room, and do a CALL OVER to get the right Sim in that room. Bedrooms work great for this. Once the Sim is alone with you... well... - Third, try to avoid falling in love with 2 people who are already in love. These love triangles are just begging for trouble. Even if you aren't caught in the act, you might catch THEM in the act which is just as bad. With just a little careful planning, your Sim can pretty much have it all! ------------------------------------------------------------------------------- 5.2.1 The "Love Shack" ------------------------------------------------------------------------------- My favorite new strategy, build yourself a "Love Shack" and make the entire neighborhood fall in love with you. This is very similar to the Second strategy outlined above, but works a little better. This is a quick 2-part strategy: 1.) Build yourself a small "guest house" out of the way. Paint it, give it lighting, etc., but no USEABLE objects. Nothing that would attract a Sim with Free Will to enter on her own. 2.) Call multiple people over to your house. If you know several already have a relationship, or you have a romantic linking with multiple Sims, keep the initial actions romance-neutral. Once the basic needs of the Sims are dealt with (Food, mostly), go out to your Shack, and call one of the Sims over. Have Fun. Get that Sim out of your Shack, call the next one over. ------------------------------------------------------------------------------- 5.3 Maintaining Relationships the Easy Way ------------------------------------------------------------------------------- Every relationship your Sims have will naturally degrade by 2 points every day. That means that no matter how in love with you they may be, they'll eventually fall out of it if you don't call them up for a visit. Therefore before too long, they won't even be your Family Friend any more (although you will get a phone call reminding you to socialize with them before that happens). So, obviously your Sim has to keep working on his current friends to keep them as friends. Now, you COULD just wait for that phone call to invite them over, then wine, dine, dance, and kiss them; or you could call them over when they are at about 70 relationship points. Once the Sim is over, talk to them once, compliment them once, then hug them until they hit 100, and then Ask them to Leave. Once they're gone, find the next lowest relationship, and call that Sim over. You can probably work on 3 Sims a night, and 1 in the morning (call after 6:00 am, see 6.2.1 Early Morning Social Call). Note: Maintaining a 70+ relationship is a lot easier than starting from 0 and working your way up. Therefore you need take less time doing it. And as such, I like to Ask them To Leave. Why? So you can cleanly work on the next Sim. You could just leave the first Sim alone, but this works better without interference (see the last section). Note: In Hot Date, I found that other Sims didn't like being repeatedly Hugged over and over. I had to mix up the social interactions quite a bit more than usual. Hug / Entertain (if Playful) / Kiss (if possible) / Hug / Compliment / etc. ------------------------------------------------------------------------------- 5.4 Sending your Sim Out of the House! ------------------------------------------------------------------------------- So, you can't actually go to another Sim's house while playing as one Sim. But there is another way, you can simply go back to the Neighborhood screen (save first), and then play one of your neighbors, and have THEM call your first Sim. Red Phoenix sent me this: "You don't have to wait for your friends to come to you. You can go to them. Go to your neighborhood selector and choose another house. Then call up the Sim you are working on and invite him or her over. Then, bombard the Sim with social options. This works great with large families. The Sim you've invited can interact with three or four other Sims and boost his relationship rating. An extra bonus to this technique is that it doesn't cost the Sim and time or energy. When you go back to the original Sim's house, no time will have passed." Note: You are NOT in control of your original Sim, you now control a different family. That means that you might not be able to even get your first Sim to come over, and lord knows he might not get along with these Sims. Hote Date and Vacation allow your Sim to get out of the house and head Downtown and on Vacation. While there, you control ONLY the Sim that called for the Cab/Vacation. If you invited someone with you, you do get an indicator icon above his/her head (Blue represents a Happy Sim, other colors are bad). ------------------------------------------------------------------------------- 5.5 Creating Friends the Old Fashioned Way ------------------------------------------------------------------------------- Some jobs require a LOT of friends. In fact, if you are playing your first family of Sims, your neighborhood will be rather sparse, and you will need to start new Families just so your first one has a few people to talk with. Red Phoenix sent me this: "If your Sim is in dire need of new friends, create a large family of new Sims and move them onto a lot. You don't have to worry about completely outfitting a new house, or building any house at all. Just give them a phone. Without a phone, you can't call the new Sims and invite them over." What this amounts to is creating a Family specifically to be used by a Sim who you like more. Fun! Tip: When "Creating My Own Friends," I like to set their Personality such that they are easy to befriend. Lots of Nice, Playful and Outgoing. No points in Neat (that's what Maids are for). Playful Sims are easy to Tickle, which is my favorite Sim-interaction once Hot Date is installed. It is quick to pull off, and builds both short and long term good will. ------------------------------------------------------------------------------- 5.6 How to Befriend SimKids ------------------------------------------------------------------------------- If you've ever tried befriending a Sim Kid, you may have noticed that as the night gets going, their parent will come and collect the kid. This cuts the time short that you could use to befriend the kid. (you could just avoid this altogether by not HAVING any kids in the neighborhood, but where's the fun in that?) Red Phoenix sent me this: "Having good relationships with neighborhood kids can be tough for the working adult due to narrow window of social time between school hours and the eight o'clock curfew. But there's a way around this. If a kid is visiting and the kid's parent comes over to collect the kid, ignore the parent. Don't answer the door and keep the kid occupied. Eventually, the parent will go away and you keep the kid well past midnight." ------------------------------------------------------------------------------- 5.7 Sim Personalities and Compatibilities ------------------------------------------------------------------------------- This section comes to us courtesy of Mike Fenton. Sims are described by a "zodiac" label that gives you an idea of their SimFate. Here's how they are numbered (in the tables below): 1 "Aries" 2 "Taurus" 3 "Gemini" 4 "Cancer" 5 "Leo" 6 "Virgo" 7 "Libra" 8 "Scorpio" 9 "Sagittarius" 10 "Capricorn" 11 "Aquarius" 12 "Pisces" Compatibility ------------- Compatibility is a measure of how well Sims can socially interact. Generally speaking, Sims that share similar traits tend to get along, as long as they avoid competitive behaviors. Sims that have the exact same personality have similar interests, but mutually-exclusive activities can cause problems. Sims who share too many activities can crowd each other or become obstacles to each other. Sims that have exactly opposite personalities rarely share interests, so their chances for interactions are minimal. Sims that are the most compatible tend to have the best ability to adapt to give-and-take roles in their interactions. For example, one tends to prefer starting a conversation or leading a dance or telling a joke, and the other prefers to be lead. Sims compatibility chart (++ most compatible, -- least compatible) ------------------------ 1 2 3 4 5 6 7 8 9 10 11 12 ----------------------------------------------------------- 1 ++ ++ -- -- 2 ++ -- -- ++ 3 -- ++ -- ++ ----------------------------------------------------------- 4 -- ++ -- ++ 5 -- ++ ++ -- 6 -- -- ++ ++ ----------------------------------------------------------- 7 ++ ++ -- -- 8 ++ -- -- ++ 9 -- -- ++ ++ ----------------------------------------------------------- 10 ++ -- -- ++ 11 -- -- ++ ++ 12 -- ++ -- ++ ----------------------------------------------------------- Mutual compatibility or lack of compatibility is convenient in that it gives you an idea of how difficult a relationship is to maintain between the Sims. An Aries-Taurus relationship is easy, but a Taurus-Virgo relationship is a bit of a challenge. Oppositely compatible is odd in that it gives you an ideal match one way that really stinks the other way. For example, Aries is most compatible with Gemini, but Gemini is least compatible with Aries. Mutually compatible: Aries-Taurus, Gemini-Pisces, Scorpio-Pisces, Capricorn-Aquarius. Mutually least compatible: Aries-Cancer, Taurus-Virgo, Gemini-Capricorn, Leo-Capricorn, Libra-Scorpio, Scorpio-Aquarius. Oppositely compatible: Aries-Gemini, Cancer-Taurus, Virgo-Aquarius. Default personality scores -------------------------- There are over 8,800 combinations of scores that total 25 points. These are the scores that appear if you just click the name of the sign. Neat Outgoing Active Playful Nice ------------------------------------------ 1 5 8 6 3 3 2 5 5 3 8 4 3 4 7 8 3 3 ------------------------------------------ 4 6 3 6 4 6 5 4 10 4 4 3 6 9 2 6 3 5 ------------------------------------------ 7 2 8 2 6 7 8 6 5 8 3 3 9 2 3 9 7 4 ------------------------------------------ 10 7 4 1 8 5 11 4 4 4 7 6 12 5 3 7 3 7 ------------------------------------------ Sorted in order of social relevance (Outgoing, Playful): Neat Outgoing Active Playful Nice ------------------------------------------ 5 4 10 4 4 3 7 2 8 2 6 7 1 5 8 6 3 3 ------------------------------------------ 3 4 7 8 3 3 2 5 5 3 8 4 8 6 5 8 3 3 ------------------------------------------ 10 7 4 1 8 5 11 4 4 4 7 6 9 2 3 9 7 4 ------------------------------------------ 4 6 3 6 4 6 12 5 3 7 3 7 6 9 2 6 3 5 ------------------------------------------ Personalities high on this list are the most rewarding but the most demanding. ------------------------------------------------------------------------------- 5.8 Getting the Desired Interaction ------------------------------------------------------------------------------- Most of the time, your Sims will just want to Talk, even though that isn't the best thing in terms of getting a better relationship going. In fact, most the time you want your Sims doing things such as Hug, Joke, or Kiss to get a good relationship in the quickest amount of time. But often (especially when you first meet someone) you won't get the same choice two times in a row. For example, you talk to someone, then joke, but then the only option you get is to Talk again. Well, Jon Mars has a little trick about this: "One of the tactics that I have employed to increase the efficiency of my Sims' interaction with other Sims has been to simply queue up a bunch of behaviours then delete the alternate behaviours so that they will only actually complete the ones I want them to. Example: Queue Talk, Joke, Talk, Joke, Talk, Joke... then go and cancel all the Talks... the end result is that my sim will just Joke all the time (or whatever behaviour I desire them to do). Generally I just do this on the fly, but pausing the game may be easier for others to implement. If done properly you can raise a relationship from 0-100 in half the time." ------------------------------------------------------------------------------- 6. Working (and Not) ------------------------------------------------------------------------------- One Sim per household should definitely stay home. Any others should then try to find a job. To keep things interesting, I try to get each Sim on a different career track. So one Sim may be on the Law Enforcement track, while another takes the business track. Note: The starting pay of each career track has nothing to do with the final pay. The starting pay for the business track is low, but the final pay is high (�1200). Politics starts out relatively well, but ends out somewhat low (�750). A full list on these pays can be found in the next section 6.1 Career Tracks below. I have already discussed the importance of why you leave someone home (to socialize with the neighbors, of course!), another good reason is that when you first start out, you really don't need the money that badly. As long as all your needs are met, your expenses will be low. You have a �40 per day bill on food (assuming you do a "serve breakfast" and "serve dinner") and likely around �200 to �300 in bills every 3 days. Most jobs start out around �200 a day, and you should be able to get quickly promoted to around �300 or so before the bills come. So money won't be crucial. Depending on the job you take, you'll need to increase your "stats". Things such as Creativity, Body, Logic, etc. are needed to advance past the most entry level jobs. And some jobs don't require some stats, researchers don't need to develop their body, and so forth. To find out how much stat increases you need to get the next promotion, click on the Jobs button. The first few skill points are relatively easy to get, a short time studying will get you your first cooking point, for example. But the later stat points may take a LOT longer. SimSkills: Your Sim has 6 Skills that may need improving to get a job. These are: Cooking -- Study Cooking at a bookshelf to improve. Useful to prevent kitchen catastrophes, and many jobs require at least 1 point for the higher levels. Mechanical -- Study Mechanical on a bookshelf to improve. Useful in that now your own Sims can repair broken items rather than that expensive repairman. Most useful in the military and scientist career tracks. Logic -- Play Chess on a chess set, you can do this alone or with others to also improve your social skills. Logic doesn't help you out around the house, however. Used in the scientist career track, although most career tracks require a little bit of logic. With Livin' Large I prefer to get my Logic through the Chemistry Set, after making the potion, you can drink your reward. Charisma -- Practice a Speech in front of any available mirror. No practical use around the house. Used in the Entertainment and Political career tracks mostly, but again, most career paths need some Charisma. Body -- Work out on that exercise machine to improve. You can also try swimming, but this never worked for me. Used in the military and law enforcement tracks, but most require at least one point here. Also you can Swim in the pool for Body, but it takes 4x as long in the pool as on the Machine. Creativity -- Play the Piano or Paint a Picture (which can then be sold, starting out at a mere �5, but eventually going up to �166, also at that point your Sim will actually LOSE Fun by painting!) to become more creative. Note: When the Carpool arrives, your Sim will automatically add the "Go to Work" item to his or her queue of things to do. However, in many cases, this Sim will not cancel what they are currently doing (at least until they "finish" doing it), so you may need to cancel that thing for them so they get to work on time. You have until an hour after the Carpool shows up to get inside the car to get to work on time. There are 3 things need to get a promotion at work. One, is to make sure you have all the right stats at the right levels; two, is to make sure that you have enough family friends; and lastly you have to be in a good Mood to get a promotion. Happy Sims are productive Sims. Again, everything you'll need to know about this can be found in the Jobs button. It also has a description of how well you are working (bad, average, good, excellent) which is based on your Sims' mood. Below that will be how many Family Friends you need (if it isn't there, then you have already met that requirement!), and to the right are all the stats. Note: You can sometimes miss one day of work, but missing two in a row is a guaranteed firing. You can miss alternating days of work, but you will miss out on a lot of money that way. Also, the night shift tends to be more strict about missing shifts, and may fire you on the first missed shift. Tip: If you need a lot of friends for a promotion (the politics career track especially), then create an 8 person family, and wait for your Stay at home Sim to come over to socialize. Get each of the 8 to talk to this Sim at least once, then go back to your original Sims. Now you have a lot of people that you can call up! a. Quitting So, that new career as a Scientist just isn't working out. Or maybe, you just want to try out something else. Well there are several ways to quit your job. As we saw in the above note, you can just stop showing up to work. They'll get the hint. Or you can just check the paper and take the job from there (it will warn you that doing so will get rid of your first job). Warning: If two Sims are sharing a carpool, and one of them gets a new job at a different time, then that carpool won't show up for EITHER person! I would also assume that if you did your job very poorly, or got caught doing something really bad at work (see "Job Events" below), you may also get fired. How you quit depends on your goal from it. If you just want to stay at home and be lazy, then by all means, just skip work. If you really are tired of your career path (maybe you'd rather be an actor), then just take that waiter job. Note: Whenever taking a different job, you always start out at the lowest rung on the ladder. So don't just quit to see what the other jobs are like. That's very inefficient. Although, if your Skills are high enough, jumping to a new career may be quite profitable! (see Section 6.3 Quitting for Fun and Profit) b. Job Events Every once in awhile, a major event will happen to your Sim at his or her job. These events are quite random as to when they happen, and they only happen once. These are usually just little things like, "Taking a Bribe" or "Scandal". They will often give you a choice, which amounts to doing the right or wrong thing, and if you do the wrong thing you can get caught. Some other job events are less good vs. evil, such as the actor in the remake. In any event, these Events have 2 outcomes, a good one (whatever it was succeeded perfectly) and the bad one (it failed miserably), and depending on the severity of the choice, you get rewarded or punished. Some punishments are rather severe (your family leaves you) or just annoying (a fine, or loss of stats). But the rewards may be worth the risks... There is another type of random job event, and that is the Job Swap, where you are fired from your Level 10 job and given a Level 6 (or so) Job in another Career. Mark H. Dove sent me this about it: Here it is. I reached the top of the career ladder with my guy, he became a General, and I was very satisfied about that result, then, once all of a sudden one day when he came back from work I got a message about a random event that was about something like: "Military downsizing: You've been fired due to excess personnel in the base, but because of your high ranking postion and your knowing of military strategies you easily find a job as a Swat Team Leader". So my military career (level 10) automatically changed (and I had no way to choose if to accept it or not) to the Law Enforcement Career (Level 6). It also happened to me other times from Level 10 Business Tycoon to Level 6 Politcian, from Level 10 Law Enforcment to Level 6 Entertainment. But remember it does happen JUST if you reached the top of the career ladder. This may actually end out good in the end, as some careers have much better final pay, which you can see in the Job Chart in the next section. ------------------------------------------------------------------------------- 6.1 The Jobs Chart ------------------------------------------------------------------------------- Note: When I say "To Get Promoted" that is what you must work on to get to the next job level. So in Politics at the Intern Level it says that you need "+2 Charisma", that is you need that much of that stat to get to the next level, Lobbyist. Career Hours Wage To Get Promoted Politics: Campaign Worker 9:00 am - 6:00 pm �220 -- Intern 9:00 am - 3:00 pm �300 +2 Charisma Lobbyist 9:00 am - 3:00 pm �360 +1 Charisma +1 Logic 2 Family Friend Campaign Manager 9:00 am - 6:00 pm �430 +1 Charisma +1 Body 4 Family Friend City Council Mem. 9:00 am - 3:00 pm �485 +1 Charisma +1 Body +1 Creativity 6 Family Friend State Assembly 9:00 am - 4:00 pm �540 +1 Body +2 Logic +1 Creativity 9 Family Friend Congressperson 9:00 am - 3:00 pm �600 +1 Charisma +1 Body +1 Logic +1 Creativity 11 Family Friend Judge 9:00 am - 3:00 pm �650 +1 Charisma +1 Body +2 Logic +1 Creativity 14 Family Friend Senator 9:00 am - 6:00 pm �700 +3 Charisma +1 Logic +1 Creativity 17 Family Friend Mayor 9:00 am - 3:00 pm �750 -- Final Stats: Cooking -- 0 Mechanical -- 0 Charisma -- 9 Body -- 5 Logic -- 7 Creativity -- 5 Entertainment: Waitress 9:00 am - 3:00 pm �100 -- Extra 9:00 am - 3:00 pm �150 +2 Charisma Bit Player 9:00 am - 3:00 pm �200 +2 Body 2 Family Friends Stunt Double 9:00 am - 4:00 pm �275 +1 Charisma +1 Body +1 Creativity 4 Family Friends B-Movie Star 10:00 am - 5:00 pm �375 +1 Mechanical +1 Charisma +1 Body +1 Creativity 6 Family Friends Supporting Player 10:00 am - 6:00 pm �500 +2 Charisma +1 Body +1 Creativity 8 Family Friends TV Star 10:00 am - 6:00 pm �650 +1 Mechanical +1 Charisma +1 Body +1 Creativity 10 Family Friend Feature Star 5:00 pm - 1:00 am �900 +1 Charisma +1 Body +3 Creativity 12 Family Friend Broadway Star 10:00 am - 5:00 pm �1100 +2 Charisma +1 Body +3 Creativity 14 Family Friend Superstar 10:00 am - 3:00 pm �1400 -- Final Stats: Cooking -- 0 Mechanical -- 2 Charisma -- 10 Body -- 8 Logic -- 0 Creativity -- 10 Law Enforcement: Security Guard 12:00 am - 6:00 am �240 -- Cadet 9:00 am - 3:00 pm �320 +2 Body Patrol Officer 5:00 pm - 1:00 am �380 +2 Mechanical 1 Family Friend Desk Sergeant 9:00 am - 3:00 pm �440 +1 Mechanical +2 Body 2 Family Friends Vice Squad 10:00 pm - 4:00 am �490 +1 Cooking +1 Charisma +1 Body +1 Logic 4 Family Friends Detective 9:00 am - 3:00 pm �540 +1 Charisma +2 Logic 6 Family Friends Lieutenant 9:00 am - 3:00 pm �590 +1 Mechanical +1 Charisma +1 Body +2 Logic 8 Family Friends SWAT Team Leader 9:00 am - 3:00 pm �625 +1 Charisma +1 Body +2 Logic +2 Creativity 10 Family Friend Police Chief 9:00 am - 5:00 pm �650 +2 Charisma +3 Logic +2 Creativity 12 Family Friend Captain Hero 10:00 am - 4:00 pm �700 -- Final Stats: Cooking -- 1 Mechanical -- 4 Charisma -- 6 Body -- 7 Logic -- 10 Creativity -- 5 Business: Mail Room 9:00 am - 3:00 pm �120 -- Executive Asst. 9:00 am - 4:00 pm �180 +2 Mechanical Field Sales Rep. 9:00 am - 4:00 pm �250 +2 Charisma 1 Family Friend Junior Executive 9:00 am - 4:00 pm �320 +2 Logic 3 Family Friends Executive 9:00 am - 4:00 pm �400 +1 Charisma +1 Logic +2 Creativity 6 Family Friends Senior Manager 9:00 am - 4:00 pm �520 +1 Charisma +2 Body +1 Logic 8 Family Friends Vice President 9:00 am - 5:00 pm �660 +1 Charisma +2 Logic +1 Creativity 10 Family Friend President 9:00 am - 5:00 pm �800 +1 Charisma +1 Logic +2 Creativity 12 Family Friend CEO 9:00 am - 4:00 pm �950 +2 Charisma +2 Logic +1 Creativity 14 Family Friend Business Tycoon 9:00 am - 3:00 pm �1200 -- Final Stats: Cooking -- 0 Mechanical -- 2 Charisma -- 8 Body -- 2 Logic -- 9 Creativity -- 6 Life of Crime: Pickpocket 9:00 am - 3:00 pm �140 -- Bagman 11:00 pm - 7:00 am �200 +2 Body Bookie 12:00 pm - 7:00 pm �275 +1 Charisma +1 Creativity 2 Family Friends Con Artist 9:00 am - 3:00 pm �350 +2 Mechanical +1 Charisma 3 Family Friends Getaway Driver 5:00 pm - 1:00 am �425 +1 Mechanical +1 Charisma +1 Body +1 Logic 4 Family Friends Bank Robber 3:00 pm - 11:00 pm �530 +1 Cooking +2 Body +1 Logic +1 Creativity 6 Family Friends Cat Burglar 9:00 pm - 3:00 am �640 +2 Mechanical +1 Logic +2 Creativity 8 Family Friends Counterfeiter 9:00 pm - 3:00 am �760 +3 Charisma +1 Body +1 Creativity 10 Family Friend Smuggler 9:00 am - 3:00 pm �900 +1 Cooking +2 Charisma +1 Logic +2 Creativity 12 Family Friend Criminal 6:00 pm - 12:00 am �1100 -- Mastermind Final Stats: Cooking -- 2 Mechanical -- 5 Charisma -- 7 Body -- 6 Logic -- 4 Creativity -- 8 Medicine: Medical Technician 9:00 am - 3:00 pm �200 -- Paramedic 11:00 pm - 5:00 am �275 +2 Mechanical Nurse 9:00 am - 3:00 pm �340 +2 Body 2 Family Friends Intern 9:00 am - 6:00 pm �410 +1 Mechanical +2 Logic 3 Family Friends Resident 9:00 pm - 4:00 am �480 +1 Charisma +1 Body +2 Logic 4 Family Friends GP 10:00 am - 6:00 pm �550 +1 Mechanical +1 Charisma +1 Body +1 Creativity 5 Family Friends Specialist 10:00 pm - 4:00 am �625 +1 Charisma +1 Body +2 Logic +1 Creativity 7 Family Friends Surgeon 10:00 pm - 4:00 am �700 +1 Mechanical +1 Charisma +1 Body +2 Logic +1 Creativity 9 Family Friends Medical Researcher 9:00 pm - 4:00 am �775 +1 Mechanical +2 Charisma +1 Body +1 Logic +1 Creativity 11 Family Friend Chief of Hospital 9:00 pm - 4:00 am �850 -- Final Stats: Cooking -- 0 Mechanical -- 6 Charisma -- 6 Body -- 7 Logic -- 9 Creativity -- 4 Military: Recruit 6:00 am - 12:00 pm �250 -- Elite Forces 7:00 am - 1:00 pm �325 +2 Body Drill Instructor 8:00 am - 2:00 pm �350 +1 Mechanical +2 Charisma Junior Officer 9:00 am - 3:00 pm �450 +1 Cooking +2 Body Counter-Intell. 9:00 am - 3:00 pm �500 +1 Mechanical +2 Charisma +1 Logic 1 Family Friend Flight Officer 9:00 am - 3:00 pm �550 +1 Mechanical +1 Body +2 Logic 3 Family Friends Senior Officer 9:00 am - 3:00 pm �580 +3 Mechanical +1 Charisma +2 Logic 5 Family Friends Commander 9:00 am - 3:00 pm �600 +3 Mechanical +3 Body +1 Logic 6 Family Friends Astronaut 9:00 am - 3:00 pm �625 +1 Mechanical +2 Charisma +2 Body +3 Logic 8 Family Friends General 9:00 am - 3:00 pm �650 -- Final Stats: Cooking -- 1 Mechanical -- 10 Charisma -- 7 Body -- 10 Logic -- 9 Creativity -- 0 Pro Athlete: Team Mascot 12:00 pm - 6:00 pm �110 -- Minor Leaguer 9:00 am - 3:00 pm �170 +2 Body Rookie 9:00 am - 3:00 pm �230 +3 Body 1 Family Friend Starter 9:00 am - 3:00 pm �300 +1 Mechanical +1 Charisma +1 Body 3 Family Friends All-Star 9:00 am - 3:00 pm �385 +1 Mechanical +1 Charisma +1 Body 5 Family Friends MVP 9:00 am - 3:00 pm �510 +1 Cooking +1 Charisma +1 Body 7 Family Friends Superstar 9:00 am - 4:00 pm �680 +1 Cooking +1 Charisma +1 Body +1 Creativity 9 Family Friends Assistant Coach 9:00 am - 2:00 pm �850 +1 Cooking +2 Charisma +1 Body +1 Creativity 11 Family Friend Coach 9:00 am - 3:00 pm �1000 +1 Cooking +3 Charisma +1 Creativity 13 Family Friend Hall of Famer 9:00 am - 3:00 pm �1300 -- Final Stats: Cooking -- 4 Mechanical -- 2 Charisma -- 9 Body -- 10 Logic -- 0 Creativity -- 3 Science: Test Subject 9:00 am - 3:00 pm �155 -- Lab Assistant 11:00 pm - 5:00 am �230 +2 Logic Field Researcher 9:00 am - 3:00 pm �320 +1 Charisma +1 Logic 1 Family Friend Science Teacher 9:00 am - 4:00 pm �375 +1 Charisma +1 Logic +1 Creativity 3 Family Friends Project Leader 9:00 am - 5:00 pm �450 +2 Mechanical +2 Creativity 4 Family Friends Inventor 10:00 am - 7:00 pm �540 +2 Mechanical +2 Logic +1 Creativity 5 Family Friends Scholar 10:00 am - 3:00 pm �640 +1 Cooking +2 Mechanical +2 Charisma +1 Logic 7 Family Friends Top Secret 10:00 am - 3:00 pm �740 +1 Mechanical Researcher +2 Logic +3 Creativity 8 Family Friends Theorist 10:00 am - 2:00 pm �870 +1 Cooking +1 Mechanical +1 Charisma +1 Logic +3 Creativity 10 Family Friend Mad Scientist 10:00 am - 2:00 pm �1000 -- Final Stats: Cooking -- 2 Mechanical -- 8 Charisma -- 5 Body -- 0 Logic -- 10 Creativity -- 10 Xtreme: Daredevil 9:00 am - 3:00 pm �175 -- Bungee Jump Inst. 9:00 am - 3:00 pm �250 +2 Body 1 Family Friend Whitewater Guide 9:00 am - 3:00 pm �325 +1 Mechanical +2 Body 2 Family Friends Xtreme Circuit 9:00 am - 4:00 pm �400 +1 Cooking Pro +1 Mechanical +1 Logic 3 Family Friends Bush Pilot 9:00 am - 3:00 pm �475 +2 Mechanical +2 Body 4 Family Friends Mountain Climber 9:00 am - 3:00 pm �550 +1 Mechanical +2 Charisma +3 Creativity 5 Family Friends Photo-Journalist 9:00 am - 3:00 pm �650 +1 Mechanical +1 Charisma +1 Body +2 Logic +1 Creativity 7 Family Friends Treasure Hunter 10:00 am - 5:00 pm �725 +2 Charisma +2 Logic +3 Creativity 9 Family Friends Grand Prix Driver 10:00 am - 4:00 pm �825 +1 Cooking +3 Charisma +1 Body +1 Logic +2 Creativity 11 Family Friend International Spy 11:00 am - 5:00 pm �925 -- Final Stats: Cooking -- 2 Mechanical -- 6 Charisma -- 8 Body -- 8 Logic -- 6 Creativity -- 9 ------------------------------------------------------------------------------- 6.1.1 Livin' Large Careers (Livin' Large ONLY) ------------------------------------------------------------------------------- This list isn't finished yet. As it stands, only the Paranormal career is filled in. All the others are started, but it will take some time to complete this chart. When it is completed, I will also add the appropriate information to the next section (Alternate Job Charts) as well. Hacker Career: Beta Tester 9:00 am - 5:00 pm �120 -- Support Tech 8:00 am - 4:00 pm �150 +2 Mechanical Web Master 6:00 pm - 2:00 am �200 +1 Mechanical +2 Logic Hacker 12:00 am - 9:00 am �240 +1 Mechanical +2 Logic 2 Friends Security 10:00 am - 7:00 pm �400 +4 Creativity Consultant 3 Friends Game Designer 2:00 pm - 11:00 pm �610 +2 Charisma +1 Logic +2 Creativity 5 Friends Internet 10:00 am - 8:00 pm �800 +2 Charisma Entrepreneur +2 Logic +1 Creativity 6 Friends Software CEO 10:00 am - 7:00 pm �1100 +1 Mechanical +2 Charisma +1 Logic +2 Creativity 8 Friends Venture 11:00 am - 8:00 pm �1300 +2 Mechanical Capitalist +2 Charisma +2 Logic +1 Creativity 8 Friends Information 11:00 am - 8:00 pm �1550 -- Overlord Final Stats: Cooking -- 0 Mechanical -- 7 Charisma -- 8 Body -- 0 Logic -- 10 Creativity -- 10 Paranormal Career: Psychic Friend 6:00 pm - 12:00 am �100 -- Conspiracy 11:00 pm - 5:00 am �130 +1 Charisma Theorist +2 Creativity Tarot Card Reader 5:00 pm - 11:00 pm �200 +1 Charisma +2 Logic 1 Friend Hypnotist 10:00 am - 4:00 pm �300 +1 Logic 3 Friends Medium 8:00 pm - 2:00 am �375 +1 Charisma +1 Body +1 Logic 5 Friends Douser 6:00 am - 3:00 pm �480 +1 Mechanical +2 Charisma +1 Logic +1 Creativity 6 Friends Police Psychic 6:00 pm - 2:00 am �600 +1 Charisma +2 Logic +1 Creativity 10 Friends UFO Investigator 11:00 pm - 6:00 am �810 +2 Charisma +1 Creativity 13 Friends Exorcist 10:00 am - 3:00 pm �1000 +1 Mechanical +2 Charisma +1 Body +2 Logic +2 Creativity 17 Friends Cult Leader 10:00 am - 4:00 pm �1200 -- Final Stats: Cooking -- 0 Mechanical -- 2 Charisma -- 10 Body -- 2 Logic -- 9 Creativity -- 7 Musician: Subway Musician 3:00 pm - 8:00 pm � 90 -- Piano Tuner 9:00 am - 4:00 pm �120 +2 Creativity Wedding Singer 9:00 am - 3:00 pm �190 +3 Creativity 2 Friends Lounge Singer 8:00 pm - 4:00 am �250 +2 Mechanical +1 Creativity High School Band 7:00 pm - 2:00 am �320 +3 Mechanical Teacher +1 Creativity 5 Friends Roadie 11:00 am - 8:00 pm �400 +4 Body +1 Creativity 8 Friends Backup Musician 12:00 pm - 9:00 pm �550 +2 Charisma +1 Body +2 Creativity 9 Friends Studio Musician 11:00 am - 6:00 pm �700 +5 Charisma +2 Body 12 Friends Rock Star 5:00 pm - 2:00 am �1100 +3 Charisma +1 Body +4 Logic 15 Friends Celebrity 10:00 am - 3:00 pm �1400 -- Activist Final Stats: Cooking -- 0 Mechanical -- 5 Charisma -- 10 Body -- 8 Logic -- 4 Creativity -- 10 Journalism: Typesetter 4:00 am - 12:00 pm �120 -- Game Reviewer 11:00 am - 6:00 pm �200 +2 Creativity 1 Friend Tabloid Writer 9:00 am - 3:00 pm �230 +2 Charisma 2 Friends Papparazzi 5:00 pm - 1:00 am �340 +2 Logic +2 Creativity 2 Friends Newspaper 3:00 am - 10:00 am �420 +1 Charisma Reporter +1 Body +1 Logic +1 Creativity 4 Friends Meteorologist 5:00 am - 1:00 pm �510 +3 Charisma +1 Body 6 Friends TV Reporter 12:00 pm - 8:00 pm �660 +2 Charisma +1 Logic 9 Friends Investigative 10:00 am - 5:00 pm �850 +1 Charisma Reporter +3 Body +1 Logic +1 Creativity 11 Friends National News 11:00 am - 8:00 pm �975 +1 Charisma Anchor +3 Logic +2 Creativity 14 Friends Talk Show Host 11:00 am - 5:00 pm �1200 -- Final Stats: Cooking -- 0 Mechanical -- 0 Charisma -- 10 Body -- 5 Logic -- 8 Creativity -- 8 Slacker: Golf Caddy 5:00 am - 10:00 am � 90 -- Convenience 10:00 pm - 3:00 am �110 +2 Body Store Clerk 1 Friend Life Guard 9:00 am - 3:00 pm �150 +2 Charisma 2 Friends Record Store 12:00 pm - 5:00 pm �180 +2 Charisma Clerk 4 Friends Party D.J. 11:00 pm - 4:00 am �220 +3 Mechanical 6 Friends Projectionist 6:00 pm - 1:00 am �280 +2 Mechanical 7 Friends Video Editor 12:00 pm - 6:00 pm �350 +3 Charisma +1 Body 10 Friends Freelance 12:00 pm - 5:00 pm �400 +1 Charisma Photographer +3 Body 12 Friends Personal Tour 2:00 pm - 7:00 pm �450 +2 Charisma Guide +3 Body 15 Friends Professional 10:00 pm - 2:00 am �600 -- Party Guest Final Stats: Cooking -- 0 Mechanical -- 5 Charisma -- 10 Body -- 9 Logic -- 0 Creativity -- 0 ------------------------------------------------------------------------------- 6.1.2 Unleashed Career Opportunities ------------------------------------------------------------------------------- Education Career: Playground 7:00 am - 1:00 pm �120 -- Monitor Substitute 7:00 am - 1:00 pm �180 +1 Cooking Teacher +1 Creativity 1 friend Kindergarten 7:00 am - 1:00 pm �190 +1 Charisma Teacher +1 Logic 2 friends Junior High 8:00 am - 3:00 pm �210 +1 Charisma Teacher +2 Logic +1 Creativity 2 Friends High School 8:00 am - 3:00 pm �290 +1 Charisma Teacher +2 Logic +1 Creativity 3 Friends Principal 8:00 am - 3:00 pm �310 +1 Charisma +1 Logic +2 Creativity 4 Friends Assistant 9:00 am - 6:00 pm �490 +2 Charisma Professor +2 Logic +2 Creativity 5 Friends Tenured 9:00 am - 5:00 pm �600 +1 Logic Professor +2 Creativity 7 Friends College Dean 9:00 am - 3:00 pm �700 +1 Logic +1 Creativity 9 Friends Minister of 10:00 am - 5:00 pm �900 -- Education Final Stats: Cooking -- 1 Mechanical -- 0 Charisma -- 6 Body -- 0 Logic -- 10 Creativity -- 10 Animal Care Career: Dog Walker 1:00 pm - 3:00 pm �100 -- Pet Groomer 9:00 am - 3:00 pm �160 +1 Cooking +2 Charisma 1 Friend Sheep Custodian 9:00 am - 3:00 pm �185 +1 Mechanical