For Toddlers, you're going to want to get the big bonuses from the Wants regarding learning to Walk, Talk, or Potty Trained. While these take a fair amount of time to successfully complete, they will give huge bonuses to the Toddler's Aspiration meter, and will usually do the same for the adult who's doing the teacher, especially if he or she has the Family Aspiration. Most of the rest of the Wants revolve around less time-intensive social interactions with other members of the family, though, so there should always be something you can do.
Children, though, will have a broader array of Wants available to them. As they'll be beginning school, they'll have to start worrying about their grades and learning how to study, and they'll also start to want making friends outside the family. In addition to these, they'll begin obtaining some more mature Wants, such as Skill-building and inviting other Sims over to their house.
Family The Family Aspiration is based around interactions with members of your Sim's family. If your Sim has no family, he or she will attempt to find a mate Family-oriented Teens will have to settle for Going Steady and lots of social interactions , get married or joined, have children, and start growing a clan. After the children start popping up, you'll need to constantly be interacting with them; the big Wants at this stage are related to teaching them various skills, helping them with their homework, encouraging them to do well in school, and so on.
Many of these Wants will also be had by the children, so you'll often gain mutual Aspiration points upon completing them. When two Family Sims are married or joined, you can often match up their romantic interactions with their mutual Wants.
In addition to keeping his kids happy, many adult Family-oriented Sims, particularly those with high relationship scores with their significant other, will want to pursue Flirting, Kissing, and other romantic interactions with their partner.
If these Wants are mutual perhaps because your partner is also Family-oriented , you should have an easy way to get quick albeit small boosts to your Aspiration meters. Romance Love is always in the air in a household with a Romance-oriented Sim. These libidinous individuals want nothing more than to have multiple romantic partners and, if possible, to make Woohoo with multiple partners, as well. Living in a blissfully STD-free world as they do, the only thing they really have to worry about is jealousy.
Their insatiable desires can lead to friction within a household, though, especially if they're partnered up with a Family-oriented Sim. So far as specific Fears go, though, Romantic Sims will have a congenital dislike for the heavier side of relationships; they don't want to have children, get married, or even to Go Steady while they're teenagers.
Anything that ties them down to a single person will be repulsive to them. Again, this makes them terrible mates for Family Sims, since one partner's Wants will often be the other's partners Fears. Fortune A Sim that desires nothing more than Fortune will, of necessity, have to focus on their career first and family second, if at all. Most of their Wants will come in the form of gaining promotions, making money, and buying expensive items for the house; in short, they want to live the high life.
Their most powerful Wants involve the upper echelons of wealth. Whether they marry into money, or simply earn an astounding amount of it through their own sweat and toil, nothing less than a bank account full of Simoleans will satisfy these Sims. Luckily, the Fortune Aspiration is easily compatible with those of other Sims, so they are good choices for marriage partners and breadwinners.
Most of the Fears of the Fortune Aspiration are commonsensical things that won't translate into Wants for any other type of Aspiration; things like having items repossessed or stolen or being fired from work will reduce your Aspiration meter, but then, you should be avoiding these events in the case of all of your Sims, not just the ones with dollar signs in their eyes.
Popularity Some Sims are concerned more with being the center of attention than anything else; these characters usually possess the Popularity Aspiration. These Sims desire two things above all others: to have a lot of friends, and to throw fantastic parties. Thus, most of their wants revolve around these two activities. If you plan out your house for efficient socializing and so that parties can go off without a hitch, you should be able to satisfy many of these wants without a problem.
Popularity comes somewhere in between the Romance and Family Aspirations when it comes to how much you're going to be socializing and with whom. You will need to keep in touch with friends from outside the family if you wish to achieve some of the higher-end Wants, which require a lot of friends, but you can also benefit from having strong relationships with other members of your family.
Note also that most of your wants will require mere friendships with other Sims; romantic entanglements are left for the Romance and Family Sims, while a Popular Sim can function just as well as a celibate as they can if they're wantonly promiscuous.
Since you can gain many of your Wants by just having Friends, this is a good Aspiration to pair up against a Romantic Sim. If you're sharing a house, the Romantic Sim can attempt to woo all of your guests, while the Popularity Sim can socialize and make friends with all of them, without risking a terrible amount of jealousy between the two. Knowledge The writer in his garret, the scholar in the ivory tower, the Sim trying really, really hard to learn how to clean up messes; these are all examples of individuals with the Knowledge aspiration.
In Sims terms, though, the intellectuals require nothing so much as they do constant skill increases. They do want some other things in life, including obscure experiences, such as seeing a ghost or having a near-death experience, but in general, a Knowledge Sim will see his routine involve a whole lot of skill training. Since skills require quite a bit of time to increase, though, a Sim with the Knowledge Aspiration will require high Need scores so that they don't autonomously break off their studies and choose to do other things.
If you want to have your would-be scholars concentrate on their books, then, you'll need to be sure that they have enough time to work on their Needs, as well. As such, it's best if they don't have a job; it's possible to juggle constant skill-ups with obtaining Needs and holding down a job, but it's difficult at best, especially when you have to go above and beyond the skill acquisitions required for your career.
If you do decide to enter the workplace, though, you'll probably have an easy time getting promotions if you keep your job performance up. Since Knowledge Sims will spend so much time on their skill improvements, they won't have many Wants related to romance or social interactions.
Thus, they perform well as single Sims, without the hassles of family life interfering with their quest for truth. Aspiration Rewards Aspiration rewards act somewhat differently than do Career rewards.
You can unlock Aspiration rewards based on the number of Aspiration points you've obtained via completing Wants. The natural degredation of your Aspiration meter doesn't affect your Aspiration points for the purpose of obtaining these items.
Note that Aspiration reward items can only be used successfully if you have a gold or platinum Aspiration rating. If you attempt to use them when you're in the green or red zones, you'll likely fail, which can result in some tragic misfires! The Money Tree has a function that's fairly obvious, judging by the name; if watered regularly, you'll be able to harvest Simoleans from it. You won't get a whole lot of money from each harvesting--only 40 bucks--but you can purchase multiple Money Trees and group them together for mass harvesting, if you wish.
Some players have reportedly been able to make a daily income of 3, Simoleans or more just from Money Trees, but this takes a whole lot of game time. A single money tree is an interesting diversion; a number of them can be as good as a career. Just be sure to guard them from your guests! If a Money Tree isn't watered regularly, it'll wither and die. Also note that your guests will usually make a beeline for your Money Trees and nab your money if possible; you may want to remove any doors leading to the Tree if you have guests in your house.
If you use a Money Tree with a low Aspiration meter, you'll only gain a single Simolean. When you use the Noodlesoother, your Mood will automatically be increased by 50 points about one-quarter of the full meter. Your Needs will decay more quickly, though. If you fail at using it, you'll pass out from a complete lack of Energy, and your Mood will obviously take a concurrent nosedive. The Smart Milk can only be used five times. If you fail at making the Milk, the bottle will turn red and will cause the baby to lose a skill point.
If this occurs, cancel the feeding before your Sim reaches the baby. Cool Shades: 10, Aspiration points You get five sets of Shades when you spend the points required to obtain this item. After you put a pair on, the next social interaction you perform will be greatly increased, in terms of how it adds or subtracts from your relationship points.
You can turn a base hit into a home run with this item, but you also face the risk of getting beaned in the head and irrepairably damaging your relationship if your interaction gets rejected. Although this item can only be used five times, it has one of the most impressive effects in the game.
When used, all of your Needs will have an immediate and substantial boost; this should also have an incredibly positive effect on your Mood. If you're below the gold level of your Aspiration meter, though, the opposite will occur: you'll lose a substantial portion of all of your Needs.
This can't kill you, but it'll take you a couple days of game time to make good the losses. The Thinking Cap only lasts for 24 hours, but in that time, all of your skill-building activities will see their efficacy doubled, which means that you'll obtain each new skill point in half the normal time. If you fail while using it, though, your Sim passes out due to a complete loss of Energy and loses a random skill point. Oh, Don. You shouldn't expect Sandy to still love you after you absorb her Skills.
The devestating SimVac can either transfer Aspiration points up to 3, per use or a random skill point from the target Sim to the user Sim for each use, and contains up to five uses. This isn't a very nice thing to do, though, so you can expect to greatly harm your relationship when you attempt to use the SimVac on someone. Therefore, pick someone you already dislike! If you fail at using the Simvac, you will transfer the Aspiration points or a skill point to the target, instead of vice versa, and your Needs will get penalized.
The Love Tub is one of the more durable special items, in that it spawns a completely functional hot tub that will stick around permanently. The kicker is that, for the first four hours after you place the Love Tub, all social interactions are more easily accepted by their targets, and the relationship score rewards are greatly increased. This is a pretty short window in which to gain points, but you should be able to move at least one other Sim from a mere acquaintance to a dedicated lover within this time frame, if you work hard and ensure that both Sims enter in a good mood.
Although the Elixir of Life is incredibly expensive, its effects are commensurately powerful: when used, your next age transition will be set back by three days. You can use each instance of the Elixir up to five times, meaning that you can artificially extend your lifespan by up to fifteen days. If you manage to earn up enough Aspiration points to buy another Elixir during this time, you can theoretically extend your life indefinitely! If you fail at using it, though, you will be instantly aged three days.
This can kill you if you're close to death of old age. Skills There are seven main skills that your Sim can attempt to learn in Sims 2: Cooking, Mechanical, Charisma, Body, Logic, Creativity, and Cleaning takes up the rear as a new inclusion.
These are important to your Sim because of the fact that the careers in the game will require you to possess skills of a certain level before you can advance to the next promotion level, but they also have an impact on many other areas of your Sim's life. So far as your careers are concerned though, each career will have three primary skills that it will emphasize. If you want to reach the highest level of promotion in a career level 10 , you'll almost always have to maximize at least one skill also to level 10 ; the other two skills will either have to be maximized or raised fairly high themselves, so you will have to spend some serious time studying if you want to reach the pinnacle of your chosen field.
See the Careers section for specific skill requirements. Cooking The Cooking skill has gained newfound importance in the Sims 2. While it still helps prevent your Sim from starting fires try to get up to Cooking level two before you go crazy at the stove , you're now able to learn new recipes as you proceed upwards and onwards with your Cooking skill.
As always, the primary benefit of a high Cooking skill is that your Sim will be able to produce meals that will more quickly satisfy not only his own Hunger score, but also that of any other Sims that he cooks for.
Having a Sim with a high Cooking score can thus eliminate the need for everyone else in your household to prepare their own food, if you manage to time their routines so that they all eat at roughly the same time. This will also help their relationships, as Sims naturally gravitate towards the same seating area and talk when they eat concurrently.
A better choice, especially at low levels, is to select a bookshelf and choose to Study cooking, but you can also watch cooking shows on television or, if you've advanced far enough into the Culinary career track, use the Chocolate Manufacturing Facility to create salable chocolates. This last choice is likely the best, as you'll gain your precious skill points while creating a bit of income for your household. Mechanical Mechanical isn't the most useful of skills, outside of using it for job requirements.
In everyday life, a Sim can use her Mechanical skill to repair broken appliances which also raises the skill , but this comes with risks: if you manage to seriously bungle a repair job on an electrical item, for instance, your Sim may be electrocuted, which will screw around with your Need levels quite a bit, and may even result in the loss of a skill point, or even instant death!
In point of fact, though, most quality items won't break down that often, so you shouldn't bother training up Mechanical unless you need it for a career promotion qualification. If something does break, you can always call a Mechanic on the phone if you don't want to bother repairing it yourself. If that's the case, though, you can study at a bookshelf, try to tune a piano, or use the Surgical Training Station that's a reward for moving up the ladder in the Medical career.
Charisma Charisma, like Mechanical, is almost completely useless outside of careers. It does influence some interactions, such as Joke, but a lack of Charisma won't impair your Sim socially.
Unfortunately, there aren't all that many ways to improve Charisma, outside of using a mirror to practice. This can make for slow training if your Sim isn't packed with points in the Outgoing trait, but once you manage to unlock either the Execuputter reward in the Business track, or the Enterprise Teleprompter from Politics, you should have an easier go of it.
Body There are quite a few different ways in which a high Body score is a good thing for your Sim. First off, the obvious benefit is that it helps you out in a few careers, but it will also improve your chances to win in a fight, your ability to dive off a diving board, and in general perform well in any interactions that require some degree of physical acumen. Perhaps the most intriguing aspect of Body is that, upon increasing your skill to level three or higher, you'll unlock the Yoga self-interaction.
To begin, though, you'll need to get your Body skill up. There is a cheap exercise machine that you can purchase if you wish to get a good workout, or you can settle for working out via the TV or a stereo if you can't afford the space. Swimming is also an option, if you're willing to head out to a Community Lot and spend a few hours or so in the pool, although this can be a bit time-consuming in real as well as Sim life , compared to the benefits.
After you proceed upwards into the Military and Athletic tracks, you'll unlock the Exerto Exercise Machine, Punching Bag, and the Obstacle Course, all of which are great ways to get a bit of an extra boost to your Body. As mentioned, though, Yoga should start appearing as a self-interaction when you reach level three in the Body skill.
This is something of a hidden sub-skill, in that you can improve your Yoga abilities when you perform the interaction itself which also increases your Body skill as well.
Yoga is more of a cool thing to show off with than it is functional, but as you keep performing it, you'll eventually unlock more interesting animations such as those shown in the opening cinematic for the Sims.
You can build Logic along with your Social and Comfort Needs, but make sure that your partner is actually interested in playing chess and not other, more adult games. Logic doesn't have many applications outside of careers, although it can increase your chances of winning a chess match, or when you play the Game Simulator against another Sim. You can increase your Logic via using a telescope just don't get abducted by aliens while doing so!
If you raise your Logic up to level three, you'll gain the ability to Meditate. Meditating is similar to Yoga, in that it's a quasi-hidden skill with differing abilities based on how long you perform it, but Meditation offers you some extra self-interactions with actual utility.
To begin with, your Needs and Mood will freeze while you Meditate, which can be quite useful. If you've built up your Mood enough to ensure positive interactions, you can Meditate while another member of the household calls over whomever you intend to woo or interact with; or you can freeze your Mood before heading off to work if you're edging for a promotion. Later on, you'll gain the ability to levitate while you concentrate, or even to teleport to distant locations on your lot!
No mind bullets, unfortunately, but we'll take what we can get. Creativity If you want to have a shot at making a bit of extra cash without having to having to deal with the muss and fuss of actually going to work, your Sim can try to earn her keep by using the Creativity skill to create art which can then be sold.
If you use a computer to Write A Novel, you'll have to spend a bit of time on it before it's completed 30 hours of Sim time , but you'll gain Creativity all the while. Alternatively, you can try to use an easel to paint; the paintings that result will be salable as well.
You won't necessarily make a lot of money doing this, mind, and you almost certainly won't make as much cash as if you were working on advancing along a job track, but these are decent ways to spend your time if your Sim is unemployed or taking care of a child. The amount of money you get for a novel or painting is dependent on your Creativity score; paintings also become more valuable over time, if you keep them around the house.
When the painter dies, the paintings get an immediate boost in value. Besides the aforementioned easel and computer, you can also use a piano to boost your Creativity score, or the Simsanto Biotech Station Science reward , or the AquaGreen Hydroponic Garden Slacker reward.
Cleaning Well, we suppose that being good at Cleaning is something to be proud of There isn't much you can do to improve your Cleaning beyond actually performing the act; when you have a mess around the house, tell your Sim to tidy up, and she'll automatically gain Cleaning.
You can also learn Cleaning from a bookcase, which is the preferred method. A higher Cleaning skill will let you clean objects more quickly, but unless your job requires this skill, you're always going to be better off with a Maid, if you can afford one. Socializing And Relationships Many of the gameplay mechanisms built into the Sims engine revolve around making friends and building relationships. Although your Sim can lead a celibate, solitary life if you wish, it's preferable to have a large network of friends, even if you're only concerned about having a more diverse gaming experience.
In practical terms, making friends is important due to the way that careers work: in order to get promotions at your job, you'll often have to have a set number of friends in your relationships menu. Your feelings toward another Sim are placed on a point axis, and can range from hateful to deeply loving , with most relationships falling somewhere in between.
One of the new additions in the Sims 2 is the Lifetime relationship score; your relationships are now based on both short-term feelings the Daily score and the Lifetime score. The Lifetime score measures the health of your long-term relationship, and thus won't change quite as quickly as the Daily score. Putting in the effort required to get a high score in the Lifetime relationship meter will give you new interactions, some nice benefits, especially for Sims with the Romance and Popularity Aspirations, and will let you bounce back rather easily from any social mishaps that might befall any given couple.
Meeting Sims If you want your Sims to have a healthy and diverse set of basic acquaintances on which to base their friendships and loves, you'll need to get other Sims into your relationship database. You can do this by simply finding a Sim that you haven't met yet and introducing yourself to them. If an unknown Sim drops by your house this will occur a few times a day, although the Sims that do stop by may already be known to you , you can make their acquaintance by walking out and greeting them; this will give you a basic relationship of zero points.
If you ever feel that you need to make some new acquaintances, and don't want to wait for people to stop by your house, get your Sim into a good mood and head out to a Community Lot in the mid-afternoon.
Depending on the speed of your computer, there can be as many as seven or eight other Sims in the community lot, randomly chosen from the inhabitants of the other houses in your neighborhood and some generic NPCs. This is a good way to make some basic acquaintances; try to build up your relationship score to the mid's with a few of them, if possible, if only to better the chances that they'll respond to a telephoned invitation to drop by your house.
A little nudity never hurts when you're trying to impress rich old men. It doesn't help, either, in point of fact, but hey. After you make a new acquaintance, you can start trying to boost your relationship score by interacting with the other Sim. This is accomplished by clicking on the Sim and choosing one of the social options from the pop-up radial menu. When you have a basic relationship of 0 points with a Sim, you won't have many options to choose from; in many cases you'll only have the basic Talk or Chat options.
These basic interactions won't give you a super-huge boost, but they're good to use to get your relationship into the 20's or so, which is when more complex interactions become available.
It's worth noting that you'll only be able to tell how your Sim feels about another character, not how that character feels in return, unless you're checking relationships between members of the same household. If Joe Sim is madly in love with Jane Sim, for example, she won't necessarily feel the same way towards him. In general, though, these relationship scores are fairly analogous, so you can feel safe in using your own relationship scores as a barometer to gauge how the other party feels about you as well.
Whenever you feel that you're using interactions that should be succeeding, but aren't, however, you may want to stick to some safer interactions until the other party is a bit more receptive. After you get acquainted with a Sim, and have gotten a few relationship points with him or her, you can attempt to start building up a solid friendship.
There are a huge number of possible interactions you can use in Sims 2, but you don't want to overextend yourself; if you try for a difficult interaction with a Sim your character barely knows, you're likely to be rejected, which will cause you to lose relationship points with that Sim and lose some of your Social Need, as well. It's best to be cautious with interactions by choosing the less risky ones until you're fairly sure that an advanced one can be attempted.
In general, the more romantically oriented an interaction is, the less likely it is to succeed with a Sim you're not friendly with. At low levels, things like Hug: Friendly or Appreciate: Admire are good ways to get some easy points.
If you have a decent Charisma score, telling a Joke is also a good choice. Dancing is generally going to be the best way to boost your relationships without risking romance; the potential positive boost is more than double the negative penalty from a refused interaction. When A Man Loves A Woman Once you become friends with the Sim, which occurs when you have a Daily relationship score of fifty or more, you can start working with the romantic interactions.
You'll need to start with something simple, like a Kiss: Peck, so that your Sims get a crush on each other; from then on, you can start attempting progressively more daring interactions. It's worth noting here that all of the Sims in the game are bisexual, in that you can attempt a romantic interaction between any same-sex couple and have the same chances of it succeeding as if it were an opposite-sex couple.
You cannot, however, initiate any romantic interactions between an Adult or Elder and anyone Teen or younger; Teens can only have romances with other Teens. As you proceed further along the relationship bar, you'll be able to try the aggressive actions.
It's difficult to fail with timid interactions like Kiss: Peck, or Hug: Romantic, but you'll need to have a Daily score of at least 65 if you wish to succeed with things like Kiss: Tender or Flirt: Hit On. The Mood of your target is of primary importance in these kinds of interactions, so it's best if you save the riskiest interactions until you've fed the Sim and allowed him or her to take a trip to the bathroom, if they seem to desire one.
Unfortunately, you can't tell what the Mood of a visitor to your household will be at any given time, so you might want to use a simple interaction like Kiss: Peck to gauge their receptiveness to romance. If they reject your relatively safe interaction, you won't have much of a chance to get a riskier interaction through. Woohoos When you've managed to get your hooks deep into another Sim, you can attempt to perform The Act with your lover.
A Woohoo is the Sim terminology for, uh, tender loving care. You'll need to have a bed or a hot tub in order to Woohoo, and your Sims will need a bit of privacy as well. If you're of an exhibitionist bent, you can head out to a Community Lot and try to lure another Sim into a dressing booth with you for some public Woohooing.
Yeah, baby! Relaxing on a bed is the precursor to any good babymaking session. In order to Woohoo, you'll need to maneuver your Sim into the hot tub, or have her Relax on a bed. After you're in position, find your love target and select Ask To Join from the radial menu. When they've arrived, you can select Woohoo from the radial menu on the bed, or go from Cuddling to Woohoo in a hot tub. Woohooing isn't easy, though; in most cases, you'll have to have a Lifetime relationship score of at least 65, and the other Sim will have to be in a good mood.
Otherwise, if you're up to a Daily relationship of 90 or so, you should be able to get a Woohoo off regardless of any other factors.
In addition to Woohooing, you can also select Try For Baby from the menu. This has the same chances of succeeding as a Woohoo, but will increase the likelihood that a baby will result from your congress. This is obviously only available for heterosexual couples; same-sex couples that want a baby will have to save up a few thousand Simoleans and call for an adoption. If you manage to pull off a Woohoo, you should be forewarned that any other Sims within eyesight will have strong reactions to the act, especially if they have a crush or are in love with either of the Sims doing the deed.
If this is the case, you can expect some slap-fests to occur after you both get out of bed or the hot tub, with some concurrently bad memories for everyone involved. In point of fact, your various loves can find out about your indiscretions even if they don't witness it directly; Sims who do witness a Woohoo are often liable to Gossip about it to other Sims, especially if they're Grouchy.
If your significant others hear about a Woohoo through the proverbial grapevine, they'll react just as strongly to the news as if they had seen it first-hand.
Your best bet is to do your best to ensure that no other Sims are able to watch you while you Woohoo; if you have to, enter the Build mode and move any doorways leading to the bed or hot tub to another area of the house.
Proposals There are a number of different proposals in Sims 2, from the relatively innocuous, to the expressions of utmost commitment. If you have a Proposal available between yourself and other Sim, the option will appear on the radial menu; if it isn't there, then you'll need to work on your Daily and Lifetime scores a bit more before you can try for one, and be sure that the target Sim is in a good Mood! Again, note that having a Nice score of 10 will make many of these almost automatic if you have the required Lifetime relationship score.
This is a Want for many young Sims, regardless of their Aspirations. Although Romantic Sims may have it as a Fear, instead. It can be difficult to pull off, though, unless your target's Mood is above three-quarters full or your Sim is extremely Nice.
The first important adult proposal is Move In. Be aware that, if this proposal works, the target Sim will join the household of the proposing Sim. This can make for some crowded homes, especially if no one moves out at the same time. If you're ready for the commitment, though, be sure that your Lifetime is above 60 and that your Daily score is above 70 before you try for this.
Anyone can attempt to propose an Engagement to someone they're in love with; it doesn't have to go from male to female. The next rung up the ladder is an Engagement. This doesn't have too many gameplay effects; the two Sims will act much like any other pair of lovers. If you want to try to get engaged, you'll want to have both your Lifetime and Daily scores above If you do get engaged, though, you can try to achieve the ne plus ultra of Sims interactions: a Marriage. Sims of the same sex will have to settle for a Joining; no doubt there are enterprising modders working on a Civil Union patch as we type this.
Marriage requires a Lifetime score of at least 75, making this the culmination of a long sequence of socializations; most Sims will in fact require a Lifetime and Daily score of more than A successful Marriage comes with all the baggage of a Move In, but you do gain a bit of cash, which can be helpful, especially if the Sim you're marrying is especially wealthy.
Parties Parties return to The Sims 2 with a few new twists. Now, instead of just attempting to entertain all of your guests, you'll have to ensure that they have a fun time socializing with each other in order to obtain a good party score. That's right, parties are now ranked based on their success! In order to throw a party, you'll have to use the phone to initiate one.
You'll be able to invite a few Sims over; the higher your relationship score with a Sim, the more likely they are to appear. As the guests arrive, you'll need to start working on their Moods. All Sims will appear on your lot with a low Hunger score, so the absolute first thing you need to worry about is making some Food. If you have a household Sim with a high Cooking skill, get him or her to start Serving the best dish that they can make well, preferably two or three batches if you have room for all of the plates and enough seating to ensure that everyone can eat comfortably.
If needed, you can buy extra countertops, chairs, or dining tables explicitly for the party, then sell them back afterwards. You won't lose any depreciation money if you sell them the same day you buy them.
If you can, get this started before you call to start the party. Instead, I wait until they finish college and become adults. Then, I assign the lifetime want that most closely fits what they truly want to do with their lives.
If they roll a want for a specific career and take a job in that career, I will often give them the lifetime want for that career. Some Sims may have a non-career-related lifetime want if it fits their personality. An outgoing Sim with an interest in culture and travel would probably love to make 20 BFFs, etc. Yes, I actually have rules for magic lamps. If the Sim with the memory of finding the lamp is a baby, toddler, or child, they must wait until they are at least a teen and have an aspiration before making their wish.
After the first wish is made, any Sim who rolls the want may make a wish until all three are used. When money is spent in the neighborhood, I subtract it from the treasury balance. I track the balance in my tracking spreadsheet.
For each year, I track each household, how much money they paid or refunded, and a total balance. For example, the seamstress is named Nora Taylor and the Mayor is named Athena Meyer thanks to my Youtube subs for that one. If there are living Sims with names that begin with the letter A, I move to letter B, etc. In the case where all letters are taken, I will start over and find the first letter with the fewest living Sims.
This Sim serves as the caretaker of the property and orphaned children, manager of the money, facilitator of adoptions, and overall social worker for the neighborhood. This includes money to buy groceries and have a little leftover for personal living expenses. If repairs need to be made or services need to be hired such as a Nanny for respite care, gardener for yard work, maid for cleaning, etc. The stipend will be paid on the first day of each new Season.
The money will be removed from the neighborhood treasury after being transferred to the caretaker. When an unmarried female Romance Sim gets pregnant, I roll a number between If the number is 50 or under, the baby is unwanted and will go to the orphanage upon birth.
If the number is 51 or over, she will keep the baby and raise it herself. Married romance Sims always keep their babies and attempt to raise them. Any children, babies, or toddlers taken by the social worker will also be placed in the Orphanage and will be made available for adoption to other families in the neighborhood.
Children who age up to teens are allowed to stay in the Orphanage as long as there is space available. Teens who go to college do not receive an extra stipend, as they will get scholarship money.
When any of the Sims in the neighborhood roll a want to adopt, they will visit the Orphanage. The first teen, child, toddler, or baby they interact with is the one they will adopt. I use the Sim Blender to facilitate the adoption. See my video tutorial on this process for more information.
Same-sex couples who roll the want for a child and Sims who have tried for baby unsuccessfully three times are also eligible to adopt see Fertility rules above. You can download my hour pregnancy mod here. Sims may get pregnant through risky woohoo or autonomous try for baby.
However, I will direct them to try for baby if at least one Sim in a relationship rolls a want to have a baby. My fertility rules apply whether Sims try on their own or at my direction. I allow my Sims to choose who they want to marry, date, or procreate with. When a Sim ages up to a teen, I manually randomize their gender preference using Sim Blender. This is where my Sims go to adopt pets when they roll the want to do so. I keep a Baby Pet Creator statue here to fulfill their wants for a puppy or kitten if there are currently none at the shelter.
I have a live-in caretaker who runs the shelter one of my original 20 Sims , and I also run this lot as a home business pet shop to raise funds to care for the animals.
I begin by creating 4 animals in CAS to populate the shelter:. I roll to randomize the breed. Yes, you CAN create a pet-only family. Just move them into your shelter with your caretaker. Once these animals are adopted, I replace them with more CAS pets until we start having puppies and kittens naturally through breeding. In the meantime, here are my basic University rules:.
Please help. Hi Cindy! I was wondering how the school building functions if there is already a school your Sims go to. Should I just put one down for aesthetic decoration? I have not done this yet, but once I get the urge to play my Integrated Hood again, I will set it up. Or maybe the two could be combined somehow? A lot of work, but surely worth it once you get it done. This still seems like a really fun idea for those who are willing to do it.
Hi Cici! Both guides are still accurate. Thank you for stopping by! What do you do with the banker? I think any system would have to be done manually keeping track in a spreadsheet of interest owed, etc. Slightly dumb question: What do you do with the banker? I try to avoid just generating money and assets if I can do that. I love the idea of an integrated neighbourhood.
Did you ever figure out how to do uni in your main hood? Im doing a BaCC at the moment, and I would prefer to build uni in my main hood rather than add sub hoods. Sims also arent getting married or dying often enough for my priest to have anything for them to do.
Hi Lixy! I do want my priest to be poor, but he needs enough to live on. Thanks Cindy! I really like your content, I want to build my custom neighborhood too.
Can you please tell me how to build University in main hood? And is there a way to rebuild them? Hey, Cindy, thanks so much for these rules. I have a question: how do you get kids taken by the social worker moved into the orphanage?
Do you just summon them with Sim Blender and work from there? Are you unaware that there are free newspapers? Or is it just annoying having 5 brown newspapers on the lot at all times? But you have a whole website dedicated to this so I assume you have an external hard drive filled with CC. I want to use these rules but the planning and the spreadsheets and making sims fit their job and keeping track of everything seems like a headache.
Everyone plays differently. We all have to find our own way to play. Yes, it is very common. You must not be familiar with the Sims 2 community? Just check MTS forums or even our Discord server where we have an entire channel dedicated to discussion of rules. Good luck with your game. We are a specific type of gaming community, which based on your previous comments you seem to not want to be part of. Or both.
Constantly using testingcheats and literally bringing them? How can you create a sim to replace those jobs? Teleport them over means using a mod to literally teleport a Sim over to a location. Notify me of follow-up comments by email. Notify me of new posts by email. This site uses Akismet to reduce spam. Learn how your comment data is processed. For example, a couple with black hair and blonde hair will no longer have ONLY black-haired babies. Sim Blender — My favorite Sims 2 mod and a necessity for my game.
In my hood, I sell newspapers at the post office for Sims who want them. Counterfeit College Diploma — Allows you to give your Sims college degrees.
Job Stopinator — Stops Sims from getting promotions, keeping them at their current career level. Loan Jar — An object that allows your sims to borrow money as needed. No Inheritance — Stops the in-game mechanism that pays a Sim inheritance when an elder friend or relative dies. Autonomous Casual Romance ACR — Allows Sims to engage in autonomous romantic interactions including woohoo and try for baby, plus allows randomizing gender preference.
Baby Pet Creator — Placed on my animal shelter lot and used to create puppies and kittens when needed. Watch Kids Enabled — This mod allows sims to ask their friends to watch their kids on all home lots. Playable Cops — The game will use a playable sim in the law enforcement career track in place of a cop NPC when possible. Custom Fire Service Career — A custom firefighter career.
Visitor Controller — Allows you to ban certain Sims from visiting lots such as teens or children at bars, etc. No Repo Man — Prevents the repo man from showing up to take your stuff. Getting Started Following are the detailed steps I take to create a brand-new neighborhood for integrated gameplay. Next, I begin creating Sims, assigning their roles, and moving them into their new homes.
Sim Creation All Sims are created as adults. Creating Roles Each starting Sim has a role in the community. Sim Planner Spreadsheet with Roles As often as possible, these starting Sims live in their shops and run home businesses.
Zodiac: determined by personality points and aspiration see below. Aspiration: I choose aspiration based on personality points see below. Personality: I remove all personality points from each category. For example, I think the mayor should be outgoing, while the seamstress might be more on the shy side, etc. So, many of them will not have career related LTWs. Teacher, mayor, doctor, and police officer are exceptions. Degree: For each Sim, I roll a number between 1 — If the number is 50 or under, the Sim did not graduate from college and does not have a degree.
If the number is 51 or higher, the Sim is given a college degree. I use the Counterfeit College Diploma to give my Sims degrees. Age: see Aging System below. Turn-Ons and -Offs: I like all my Sims to have a hair color as their first turn-on. I roll a number between for the hair color. Then I roll a number between the remaining number of turn-ons to get their second turn-on and turn-off. Money: I choose the amount of cash each Sim will have on hand after purchasing their home, business, and all necessities by rolling a number between 1 — I then use the family funds cheat to set their household money to this amount.
Complete any renovations necessary on the lot. But I do add all the displays, shelves, etc. And everyone gets a hacked computer for business purposes.
Move Sim in cheat enough money to purchase their home. Direct the Sim to start a home business or have them purchase the community lot business I created for them cheat enough money to purchase business. Recent posts Game news Community news. Deletion discussions Development discussions Admin discussions Admin's noticeboard. Explore Wikis Community Central. Register Don't have an account? Social Bunny. Edit source History Talk Do you like this video?
Play Sound. Do NOT attempt to add Social Bunnies to a household, make them selectable, or tamper with them in any way or form. Doing so will corrupt the neighborhood they are in. Cancel Save.
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