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THE SIMS PRIMA’S OFFICIAL STRATEGY GUIDE COMPLETE TABLES FOR Mark Cohen primagames.com ® Based on a game rated “T” by the ESRB
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Jul 27, 2021

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U.S. $14.99 Can. $19.95 U.K. £9.99

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PRIMA’S OFFICIAL STRATEGY GUIDE

PRIMA’S O

FFICIAL STRATEG

Y GU

IDE

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

Electronic EntertainmentPlatform: PC

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

Mark Cohenprimagames.com®

Based on a game rated “T”

by the ESRB

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

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

Advanced methods for keepingyour Sims healthy and happy

Cheat codes exposed

Complete tables for every Sims career

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

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prima’s official strategy guideprima’s official strategy guide

Prima GamesA Division of Prima Communications, Inc.

3000 Lava Ridge CourtRoseville, CA 95661

(916) 787-7000www.primagames.com

Mark Cohen

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The Prima Games logo is a registered trademark of

Prima Communications, Inc., registered in the

United States and other countries. Primagames.com

is a registered trademark of Prima Communications,

Inc. in the United States.

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

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

electronic or mechanical, including photocopying, recording, or by

any information storage or retrieval system without written

permission from Prima Publishing.

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

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

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

trademarks or registered trademarks of Electronic Arts Inc. in the

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

Electronic Arts™ brand.

All products and characters mentioned in this book are

trademarks of their respective companies.

Important:

Prima Games has made every effort to determine that the

information contained in this book is accurate. However, the

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

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

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

incidental or consequential, that may result from using the

information in this book. The publisher cannot provide

information regarding game play, hints and strategies, or

problems with hardware or software. Questions should be

directed to the support numbers provided by the game and

device manufacturers in their documentation. Some game tricks

require precise timing and may require repeated attempts before

the desired result is achieved.

ISBN: 7615-3714-7

Library of Congress Catalog Card Number: 2001093203

Printed in the United States of America

Acknowledgments

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

Prima thanks everyone at Maxis for their assistance.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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introduction:how to use this book

introduction:how to use this book

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

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

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

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

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

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

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

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

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introduction: how to use this book

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

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

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

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

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Chapter 1:WHAT’s your sim sign?

Chapter 1:WHAT’s your sim sign?

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Chapter 1: what’s your sim sign?

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

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

Sims Zodiac Compatibility Table

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

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

NeatLow

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

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OutgoingLow

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

Medium

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

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

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

High

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

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

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

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Chapter 1: what’s your sim sign?

Medium

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

ActiveLow

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

everyone, let’s hitthe pool!

High

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

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

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

Medium

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

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

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Medium

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

High

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

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

PlayfulLow

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

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

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

High

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

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

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Chapter 1: what’s your sim sign?

NiceLow

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

High

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

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

Medium

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

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

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

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

Traits that Raise Max Fun Value

Personality Trait Raises Max Fun Score ForPlayful Aquarium, Chess Table,

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

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

Structure, TV (Action Channel)

Outgoing Hot Tub, TV (Romance Channel)

Grouchy (Low Nice) TV (Horror Channel)

Skills Accelerated by Personality

Skill Objects Used to Trait AcceleratorIncrease Skill

Creativity Easel, Piano Playful Body Exercise Machine, Active

Swimming PoolCharisma Medicine Cabinet, Outgoing

Mirrors

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

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

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

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

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

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

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

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

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

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

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

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

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

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Hunger Score for Each Meal, Snack, or Gift

Meal Type Hunger Motive Bar PointsSnack 9Quick Meal 16Full Meal 16Group Meal (per serving) 16Pizza (per serving) 33Candy Box (gift) 3 (per serving,

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

6 slices per box)

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

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

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

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

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

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

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

Mandatory Exit Factors

Motive Sim Type Exits Current InteractionWhen Motive Drops Below

Bladder Resident -85Bladder Visitor -80Comfort Resident -90Comfort Visitor -60Energy Resident -80Energy Visitor -70Hunger Resident -80Hunger Visitor -40

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Extended Fun Activities

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

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

• Basketball Hoop

• Bookshelf (reading)

• Dollhouse

• Computer (playing games)

• Pinball Machine

• Play Structure

• Stereo

• Toy Box

• Train Set

• TV

• VR Glasses

One-Time Fun Activities

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

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

Timed (Pre-set) Fun Activities

As with the one-time activities listed above, a Simmay need to repeat the following activities toachieve maximum Fun points.

• Chess Set

• Pool Table

Endless Fun

• Hot Tub: A Sim will stay in the tub until Fun,Comfort, Social, and Hygiene numbers reachmaximum levels.

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

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

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

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

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

Adult-Child Interactions

Action Adult to CHild to Adult child to Adult child to child Adult

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

Social Outcome Modifiers

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

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

Social Outcome Factors

Interaction Factors That Determine Factors That Appearance on the Menu Determine Outcome

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

rel = Relationship

out = Outgoing

play = Playful

ff = Friend Flag

ss = Same Sex

rom = Romance Flag

age = Adult/Child

social = Social Motive Value

vis = Visitor

budget = Household Budget

nice = Nice

body = Body

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Negative Impact on Room Score

• Trash

• Floods

• Dirty plates

• Meals with flies

• Full trash cans/compactors

• Dead plants

• Puddle or ash pile

• Dead fish in aquariums

• Dirty objects (shower, toilet, tub)

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

Room Score

Object State/Type Room ScoreAquarium Fish Alive 25

Dirty -25Dirty and/or Dead -50

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

Made Mission 30Made (Other than Mission) 10

Chair Parisienne 25Empress 10

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

Oak Armoire 10Fire N/A -100

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

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

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

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

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

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

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

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

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

Worcestershire (Fire) 60Bostonian (No Fire) 10

Bostonian (Fire) 45Modesto (No Fire) 5

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

Dead -20Flowers/Plants Healthy 10(Indoor)

Wilted 0Dead -10

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

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

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

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

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

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

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

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

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

Broken (Any TV) -15

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

Object Advertising Values

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

Aquarium Clean & Restock N/A Room 30 Neat MediumFeed Fish N/A Room 10 Nice High

N/A Fun 10 Playful HighWatch Fish N/A Fun 10 Playful High

Ash Sweep Up N/A Energy 23 N/A MediumN/A Room 50 Neat Medium

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

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

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

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

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

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

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

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

Tuck in Kid All Beds Energy 160 Nice None

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Computer Play Moneywell Fun 30 Playful HighMicroscotch Fun 35 Playful High

Brahma Fun 40 Playful HighMarco Fun 50 Playful High

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

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

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

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

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

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

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

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

Fruitcake Hunger 30 N/A Low(Group Meal)

Fruitcake Hunger 80 N/A Low(Slice)

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

Regular Hunger 90 N/A LowGroup Meal

Regular Hunger 80 N/A LowSingle Meal

Snack Hunger 25 N/A Low

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

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

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

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

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

MealServe Meal All Fridges Hunger 70 Cooking Low

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

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

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

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

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

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

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

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

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

N/A Social 10 N/A Medium

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

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

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

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

Pool Diving Dive In N/A Fun 35 Active HighBoard

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

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

Sculpture View Scylla and Fun 6 Serious HighCharybdis

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

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

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

LoveseatsAll Sofas/ Comfort 5 Lazy HighLoveseats

Sit All Sofas/ Comfort 30 Lazy MediumLoveseats

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

Fun 50 Active HighZimantz Hi-Fi Social 50 Outgoing High

Fun 60 Active HighStrings Theory Social 60 Outgoing High

Fun 70 Active HighJoin Boom Box Social 40 Outgoing Low

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

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

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

Fun 40 Outgoing LowStrings Theory Social 60 Outgoing Low

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

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

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

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

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

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

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

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

Toy Box Play N/A Fun 55 Playful Medium

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

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

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

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

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

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

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

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

TV Join Monochrome Fun 20 Lazy HighTrottco Fun 30 Lazy High

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

Trottco Fun 35 Lazy HighSoma Plasma Fun 49 Lazy High

Watch TV Monochrome Fun 18 Lazy HighTrottco Fun 28 Lazy High

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

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Chapter 3:interacting with other sims

Chapter 3:interacting with other sims

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

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

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

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

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

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

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Chapter 3: INTERACTING WITH OTHER SIMS

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

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

Positive Communications

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

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

Negative Communications

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Chapter 3: INTERACTING WITH OTHER SIMS

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

Positive Physical Events

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

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Negative Physical Events

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

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Chapter 4:9 to 5—CLImbing the

career ladder

Chapter 4:9 to 5—CLImbing the

career ladder

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

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

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

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

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

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

Career Choices

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

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

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

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

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Skill Enhancement

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

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

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

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

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

Social points.

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

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

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Chapter 4: 9 to 5—climbing the career ladder

Requirements for Level 1 Positions

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

Room –3 p.m

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

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

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

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

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

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

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

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

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

Requirements for Level 2 Positions

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

Assistant –4 p.m

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

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

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

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

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

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

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

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

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

Instructor

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Requirements for Level 3 Positions

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

Sales Rep –4 p.m.

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

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

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

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

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

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

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

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

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

Requirements for Level 4 Positions

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

Executive –4 p.m. Car

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

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

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

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

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

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

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

Requirements for Level 5 Positions

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

–4 p.m. Car

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

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

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

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

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

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

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

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

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

Requirements for Level 6 Positions

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

Manager –4 p.m. Car

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

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

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

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

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

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

person

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

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

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

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Requirements for Level 7 Positions

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

President –5 p.m.

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

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

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

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

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

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

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

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

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

Requirements for Level 8 Positions

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

–5 p.m.

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

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

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

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

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

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

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

Requirements for Level 9 Positions

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

–4 p.m.

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

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

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

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

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

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

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

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

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

Requirements for Level 10 Positions

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

Tycoon –3 p.m.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

BusinessMajor decision: “Stock Option”

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

EntertainmentMajor decision: “The Remake”

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

Law EnforcementMajor decision: “The Bribe”

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

Life of CrimeMajor decision: “The Perfect Crime”

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

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

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

Take an Occasional Day Off to

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

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

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MedicineMajor Decision: “Malpractice”

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

MilitaryMajor decision: “Gung Ho”

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

PoliticsMajor decision: “Scandal”

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

Pro AthleteMajor Decision: “The Supermatch”

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

ScienceMajor decision: “The Experiment”

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

XtremeMajor decision: “Deep Freeze”

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

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Chapter 4: 9 to 5—climbing the career ladder

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

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

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

On the Job with The Sims

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

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

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

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

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

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

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

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

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

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

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

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

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

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

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

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

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

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

Good morning,Senator, your limois waiting.

So, I can count onyour vote forMayor, right?

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

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

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

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

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

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

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

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

Finally, a decentlooking striped carto go with yourstriped shirt.

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

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

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

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

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Chapter 4: 9 to 5—climbing the career ladder

Your promotion toField Researcherboosts your salaryto §320, you’reupgraded to aStandard Car, andyou get to workdaytime hours from9 a.m. to 3 p.m.Now it’s time toimprove your Logicand Charisma as youprepare for thenext level.

As a high-schoolScience Teacher yoursalary jumps to§375. Demonstratesome Creativity andLogic with thestudents and youcould be in line fora promotion toProject Leader.

As a teacher, youtrade in your dirtylab coat for atweed jacket andbow tie to matchyour respectable carpool ride.

A pink suit and ashiny newlimo…life is good.

ScienceEnough illegal activities; it’s time to embark on arespectable career in Science, where Logic andCreativity are king. Of course, even a geek needsfriends, so you need to stay sociable, and as youwork your way up from Test Subject to MadScientist, your Mechanical aptitude must advancefrom 0 to 8.

There is an excitingfuture in the Sciencecareer, although it’shard to see it as youdon your lab coat,walk to the junkercar pool, and headoff to your job as aTest Subject. “Gee, Ihope they’re nottesting draincleaners today.”

After a few daysyou get a promotionto Lab Assistant,where you work thegraveyard shiftcleaning rat cagesand fixing labequipment. Althoughyou got this promotionon your good looks,you‘ll need someLogic points tomove up again.

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Level 5, ProjectLeader, boosts yourdaily salary to §450.Now fine-tune yourMechanical andCreativity skills.

At §540, your salaryas an Inventor isthe second highestof all The SimsLevel 6 salaries.Mechanical, Logic,and Creativityskills must improvebefore you receiveyour next promotionto Scholar.

All that hard workis paying off. Yourpay is higher andthe hours areshorter (10 a.m. to3 p.m.), Keepworking on yourMechanical,Charisma, andLogic skills to earnyour nextpromotion to TopSecret Researcher.

After you reach TopSecret Researcher,your skills arealmost at theirpeak. Make thejump to Level 9 byimproving yourMechanical, Logic,and Creativity skills.Although the friendrequirements arethe second lowestof all the careers,you still need eightfamily or friends tobecome a Theorist.

You’re still wearingthe same old suitfrom your highschool science class,but at least your carlooks better.

And you thought acareer in Sciencewould be dull. Ittakes a week’ssalary to pay yourlegal bills.

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Chapter 4: 9 to 5—climbing the career ladder

As a Theorist youget to trade in yourtattered tweedjacket for a spiffyblack-and-whitepolo shirt.

Your friends areenjoying theirvisit, but judgingby the garbage onyour kitchen floor,you better keepthem outside ortheir moodsmight change.

You’ve made it tothe top of theScience profession!As Mad Scientist,you earn §1,000per day and a§2,000 bonus.

It’s a good idea tokeep tabs on yourrelationships as youapproach thehighest levels ofyour career. If yourpopularity slips,you’ll get passed byfor the nextpromotion.

You need two moreLogic points tomove from Level 8to Level 9, so stayhome a fewevenings and workon your chess game.

You feel a littleguilty about earning§870 for only fourhours work as aTheorist, but don’tworry; you’ll getover it. Next stop:Mad Scientist, butfirst you need 10Logic andCreativity points,and 10 friends.

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Looking more likea golf pro than aMad Scientist, youstroll out to yournew limo, anotherperk for making itto the top.

MilitaryThe Sims needs a few good men, or women, toenter a Military career. Beginning pay is high,although the highest level is the lowest of all thecareers. The good news is that advancement isrelatively easy if you work out every day and brushup on your Mechanical and Logic skills. You alsoneed some Charisma to command the troops, andeven a soldier needs 10 friends or family to makeit all the way to General.

The pay is low, butwhat other careertrack uses a MilitaryJeep for the carpool?

The first promotion toElite Forces comes quickly.If you don’t already haveone, use the bonus (plus§50) to buy an exercisemachine. Start workingout to increase yourBody points for thenext promotion.

After honing your bodyinto a lean, mean, fightingmachine, you receive apromotion to DrillInstructor. Now, you needto expand your Charismarating, so you can makenice to the recruits. Yournew pay is §400, topsamong all the careers forLevel 3. Enjoy it now,because soon you’llsink to the bottom of thepay scale.

Next stop, the Officer’sClub. Your new promotionto Junior Officer includesa §50 pay raise, and youget to sleep an hour laterin the morning. You’ll needthe extra time to learnsome Cooking skills andbump up your Body pointsfor the next level.

The Military Jeep looksthe same, but now thatyou’re an officer, you getto wear a darker uniformand stylish blackundershirt (or is that amock turtleneck?).

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Chapter 4: 9 to 5—climbing the career ladder

Shouldn’t you bestudying? You needto double yourMechanical skills tobe promoted toCommander.

Your promotion toCommander earnsyou §600 a day,but even aCounterfeitermakes more thanyou now. Next stepis Astronaut, butyou need toimprove your Bodyand Mechanicalskills first.

The exercisemachine beckons,but for now youmust hit the books.

This is cool. You are nowin Counter-Intelligence,boosting your salary to§500. You’ll be using allkinds of spy gadgets thatrequire advancedMechanical skills,so you better hit thebooks tonight.

You’d like to go to bedafter a hard day at themilitary base, but first youneed to improve yourMechanical skills so youcan earn a promotion toFlight Officer.

Your studies paid off andnow you are a FlightOfficer, making §550 perday, which is still at thetop of The Sims payscale. Bone up onMechanical and Logicskills for your nextpromotion to Level 7.

You made it toSenior Officer, but thepromotion is bittersweet.After enjoying top wagesfor the past six levels,your current pay is nowthe lowest of allLevel 7 careers.

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You madeAstronaut! All that’sleft for you is apromotion toGeneral. You'll needto improve four ofthe six skills, withthe biggest jumprequired in Logic(from six to nine).

Sitting in your newlimo would be alot morecomfortable if youdidn’t have to wearyour space suit.

You’re going toMars! Maybe youshould wash yourspace suit.

That’s it, you’re topdog now! Apromotion toGeneral carries a lotof prestige but onlya handful ofSimoleans (§650).

As a General, it’sback to your olduniform, but nowyou ride in anofficial staff car.

EntertainmentAfter taking you through the prestigious but low-paying Military career, it's time to reach for thestars in an Entertainment career. If you have whatit takes, this is the big money track, with the topposition as Superstar paying §1,400 per day. But,you must start where all aspiring actors start, as awaiter, of course!

You’re at thebottom of The Simspay scale, but don’tworry; I think thatguy at your table isa director.

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Chapter 4: 9 to 5—climbing the career ladder

You’re not quite astar, but at leastyou stand in forone. As a StuntDouble you get touse your Body skillsto take part indangerous activitiesthat mightotherwise harm areally importantactor (as opposedto an unimportantStunt Double). The

B-movie industry beckons, but first you need more Charisma, Body, andCreativity points.

Congratulations,you are nowmaking movies thatrarely get shown intheaters. Unless youwant to relegateyour work to videostore shelves, youneed to improveyour Body andCreativity. At §375per day, everyone inThe Sims makesmore than you at

Level 5, but take heart, your big payday is coming.

After improvingyour on-screenskills, you’ve beenpromoted toSupporting Playerin a major motionpicture. Now, thestakes are gettinghigher, andcompetition for thenext big part isintense. This nextpromotion may

take some time because you need increases in Charisma, Body, Creativity, andfriends/family.

It doesn’t seemright that a futureAcademy Awardwinner has to rideto work in a junker.

No more fillingketchup bottles foryou, the studiocalled and you’vebeen hired as anExtra. For now,you’re just part ofthe scenery, but ifyou work onCharisma, youmight get noticedfor a speaking partin the next bigblockbuster.

Your hard workpaid off and nowyou are a Bit Player.At §200 per day,you’re barelymaking ends meet,but you can seestardom at the endof the tunnel. Now,it’s time to work onyour Body anddevelop a couple ofquality relationships.

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Even a supportingplayer gets pickedup in a limo. Maybeyou need a betterwardrobe?

The small screenbeckons! You arenow a bona fide TVStar. Your hours area little longer, butfinally yourpaycheck reflectsyour status. Onlytwo careers inThe Sims makemore than you atLevel 7.

The studios arestarting to flash theSimoleans. Yourpromotion toFeature Starincludes a whoppingraise of §250 perday, but you’regoing on the nightshift (5 p.m. to 1a.m.), so you needto alter your Sim-biological clock.

Now that you worknights, you need tosocialize during theafternoon to expand yourcircle of friends. This mightpresent a problem if mostof your buddies workduring the day.

Traveling around theworld making movies hasbeen fun, but a promotionto Broadway Star bringsyou back to live theater.Your salary jumps to§1,100, and you can leavethe graveyard shiftbehind. Superstar status isjust around the corner, butyou need dramaticincreases in Charisma,Creativity, andfriends/family.

If you’ve been saving yourSimoleans, that last§2,200 bonus should giveyou enough to buy a hottub. Ahhh, the life of amovie star!

This is what you’ve beenworking for—the highestpaid position in The Sims.A Superstar earns §1,400per day, and the §2,800bonus isn’t bad. Now,fatten up your bankaccount, build a biggerhouse, and buy more toys.

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Chapter 5:Building A House

Chapter 5:Building A House

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IntroductionAnyone who has ever built a home knows thatthe best laid plans of architects can sometimesturn into a house of horrors when the walls startgoing up. The same holds true in The Sims,where you have enough power to build amagnificent dream house or your worstresidential nightmare. Limited only by your bankaccount, you can build a conservative dwellingthat is functional above all else, or you can dropa family of eight in the middle of a meadowwith only a bathroom and a refrigerator. It’s allpossible in The Sims, but rest assured that yourfamily will deliver a quick—and sometimesscathing—critique when the clock starts tickingon their simulated lives.

In this chapter, we take you through thehouse design process from terrain preparation tolandscaping. For demonstration purposes, wewill use just about every building optionavailable. Obviously, you would need a pile ofSimoleans to do this in the game. However, wealso cover important design considerations thatenable you to maximize your Room score,regardless of your budget. In this chapter, welimit our discussion to the available options inBuild Mode only. For detailed descriptions ofmore than 150 Sims objects, see the nextchapter.

Of course, our suggestions are just thebeginning. Sims thrive on the individuality oftheir creator, and if you want to build dungeons,sprawling compounds, or one-room huts, youhave our support and encouragement.Remember, a bad house is no match for thebulldozer—your next house is only a click away!

Design ConsiderationsBefore we introduce you to the various optionsavailable in Build Mode, here is a checklist foryour basic floor plan. Invariably, your uniquefamily of Sims will make their needs known to youas the game progresses. However, if you followthese house design basics, you should get yourfamily off to a positive start with a minimum ofemotional outbursts.

* Don’t worry about having room toexpand. Build your first house to matchthe number of Sims in your family.

* Keep the bathroom centrally located. Adoor on either side allows quick accessfor emergencies.

* If you start with three Sims or more,build one or more half-bathrooms (toiletand sink only) to ease the crunch.

* Place the house close to the street, so youdon’t have to do the hundred yard dashto meet your car pool.

* Allow enough open wall for your kitchencountertops and appliances.

* Make your kitchen large enough toaccommodate a small table and chairs.

* If you don’t want a separate den orfamily room, make one of the bedroomslarge enough to handle a computer deskand chair.

Don’t try to build your dream house at thebeginning of the game. It’s easier to tear downyour original house and start over after you’vefattened up your bank account.

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Chapter 5: BUILDING A HOUSE

The Terrain Tool (shovel icon) can be a littletricky to master. On level ground, you can placethe shovel at any intersection of horizontal andvertical grid lines, and then click to level, lower, orraise the tile. However, sometimes, due to extremedepth or elevation (usually at the edge of a gullyor alongside water), you can’t access thisintersecting point. When this occurs, you receive amessage telling you that the tile cannot bemodified (figure 5-2).

In most cases, there is no need to edit theterrain, unless you want to add a sunken hot tubor drop an outdoor play set into a pit. Rememberthat you must level the ground in the pit beforeyou can place an object (see figure 5-3).

Terrain ToolsIn most locations, you can build a roomy house ona flat piece of land without having to level theterrain. However, if you want to build a housenear the water or at the edge of a hill, you’ll needto smooth the sloping tiles before building a wall,as displayed in figure 5-1.

Fig. 5-1. You can’tplace a wall sectionuntil you smooththe slope.

The grid lines become noticeably darkerwhen a previously elevated or lowered tilebecomes level.

Fig. 5–2. You cannotlevel a tile at thewater’s edge.

Fig. 5-3. You cannotplace the play setuntil the tiles in thepit are level.

Wall and Fence ToolsThere are several tools here, but your first step isto “frame” your house. Simply place the cursor atany tile intersection. Then click, hold, and drag toplace your wall (figure 5-4). When you release themouse button, the wood framing will change tothe type of wall you selected on the Control Panel(see page 52 for descriptions of wall types).

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Although you must start a wall at anintersection, you are not limited to square walls.Simply drag the cursor at an angle to create aninteresting corner (figure 5-5). However, don’tmake the angled walls too long. You cannot placedoors, windows, or objects on these walls. Also,you cannot connect an angled wall to an existingstraight wall inside your house.

Fig. 5-4. Drag andrelease to placea wall.

To delete a wall, hold down the c key, thenclick and drag on a section of wall.

Fig. 5-5. Angledcorners help youtransform aboring box into acustom home.Don’t worryif you end

Don’t worry if you end up with a tree insidethe walls of your house. You can build anatrium and keep the tree where it is, or use theHand Tool to select the tree, and then move ordelete it.

Wall ToolWall Types

Name Cost Description(per section)

White §10 Outdoor fencingPicket FencePrivacy Fence §35 8-foot outdoor fenceMonticello §45 Railings for balconies Balustrade and stairsWrought §45 Railings for balconies Iron and stairsBalustradeTumbleweed §70 Support columns for Wooden second stories or Column patio coversWall Tool §70 Basic unfinished wallThe Zorba §80 Classic, white Graeco-Ionic Column Roman columnChester Brick §100 All brick, squared Column off column

Columns are not restricted to outside use. Tryusing the Zorba Ionic Column to create abeautiful entry from the living room into aformal dining room.

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Chapter 5: BUILDING A HOUSE

Window ToolLet the sun shine in to pump up your Roomscore. Sims love light, so install plenty ofwindows from the start. Simply click on theselected window and place it on any right-anglewall (remember, you cannot place doors,windows, or objects on a diagonal wall). Windowstyle is strictly personal—all windows exert thesame positive effect on the Room score.

Door and Window ToolsDoor ToolSims are very active. They seek the best path fortheir current task, and they think nothing of goingout one exterior door and back in throughanother, if it’s the best route. The least expensiveWalnut Door (figure 5-6) is only §100, but becauseit is solid, your Room score does not benefit fromoutside light. If at all possible, invest in one of thewindowed doors, and ideally, pick the multi-panedMonticello Door for maximum light.

Fig. 5-6. The WalnutDoor gives yourSims privacy, butit doesn’t allowoutside light toimprove yourRoom score.

Door Types

Name Cost NotesWalnut Door §100 Solid door

without windowsMaple Door §150 Wooden door frame Frame for rooms that do not

require total privacyFederal Lattice §200 Glass panes in the Window Door upper half of doorWindsor Door §300 Designer leaded

glass doorMonticello Door §400 7 rows of 3 panes,

topped with a 6-panehalf circle, allow maximum light to flow into your home

For aesthetic value, match your windows toyour door style, such as the Monticello Doorwith Monticello Windows, as pictured infigure 5-7.

Fig. 5-7. MonticelloDoors andWindows providemaximum light.

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Window Types

Name Cost DescriptionSingle-Pane §50 This economy windowFixed Window still lets in the sun.

Single-Hung §55 This looks good over Window the kitchen sink.

Privacy Window §60 Tired of the neighborhood peeping Toms? This window is positioned higher on the wall.

Plate Glass §65 This one’s strictly glassWindow from floor to ceiling.

El Sol Window §80 This round ornamentalwindow is a nice change from square and rectangular styles.

Monticello §110 Use as a bedroom Window window to

complement the Monticello door.

Windsor §120 This ornamental Window natural wood window

adds turn-of-the-century character to your home.

Monticello §200 This dramatic windowWindow looks beautiful on Full-Length either side of a

Monticello door.

When you lay flooring inside a room withangled walls, half of the floor tiles appear onthe other side of the wall, in another room oroutside the house (see figure 5-8). To removethese outside tiles, place any floor type over thetiles, hold down the c key, and then click todelete them. The flooring on the other side ofthe wall remains undisturbed.

Fig. 5-8. After youfinish the insideflooring, go backand delete theexternal tiles.

You can use any type of flooring insideor outside.

Floor ToolUnless you like grass in your living room, use theFloor Tool to lay some flooring inside your house.The Sims also includes outdoor flooring that workswell in patios, backyard barbecue areas, or aspathways to a pool or play area. One tile covers asingle grid, and you can quickly finish an entireroom with a single shift-click. The price range forfloor coverings is §10–§20, and you have aselection of 29 different styles/colors.

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Chapter 5: BUILDING A HOUSE

There are 30 different indoor/outdoor wallcoverings in The Sims, and just as with floorcoverings, you are limited only by your budget andsense of style. Prices range from §4 for basicwallpaper to §14 for granite block. If you changeyour mind after putting up the wallpaper, you canrip it down and get your money back by holdingdown the c key and clicking on the ugly panel.

Wallpaper Types• Adobe (1)

• Aluminum Siding (1)

• Brick (2)

• Granite (1)

• Interior Wall Treatments (6 Fabric andPaint Combinations)

• Japanese Paper/Screens (4)

• Paint (4)

• Plaster (1)

• Stucco (1)

• Tudor (1)

• Wainscoting (1)

• Wallpaper (4)

• Wood Clapboard (1)

• Wood Paneling (1)

• Wood Shingles (1)

Stair ToolYou may not plan to build a second storyimmediately, but it’s still a good idea to place yourstaircase before you start filling your house withobjects. Choose from four staircases, two at §900and two at §1,200. But, no matter how much youspend, they still get your Sims up and down thesame way.

Flooring Types• Carpeting (7)

• Cement (1)

• Ceramic Tile-Small Tiles (3)

• Checkerboard Linoleum (1)

• Clay Paver Tiles (1)

• Colored Pavement (1)

• Granite (2)

• Gravel (1)

• Hardwood Plank (1)

• Inlaid Hardwood (1)

• Italian Tile (1)

• Poured Concrete (1)

• Shale (1)

• Striped Pavement (2, Both Directions)

• Tatami Mats (2)

• Terracotta Tile (1)

• Wood Parquet (2)

Wallpaper Tool

Fig. 5-9. Use theWallpaper Tool tocreate a differentmood in every room.

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Style is considerably less important thanfunction. You don’t want to interrupt the trafficflow inside your house, especially to critical roomssuch as the bathroom and kitchen. For this reason,staircases work well against a wall, where they areout of the way, or between two large, openrooms, such as the kitchen and family room(figure 5-10).

Water ToolsNow that you have walls, floors, and doors, it’stime to add a pool. Of course, this isn’t a necessity,but your Sims love to swim, and it’s an easy way toadd important Body points. After placing yourpool, don’t forget to add a diving board so yourSims can get in, and a ladder so they can climbout. As you build your pool, the Water Tool placeslight-colored cement squares as decking. You cango back and cover these tiles with the outdoorsurface of your choice, as displayed in figure 5-12.You can also add fencing around your deck to giveyour pool a more finished look.

Fig. 5-10. Both ofthese placementskeep the staircasesout of the maintraffic patterns.

If you don’t have the money to finish thesecond story, just place the staircase and forgetabout it. The Sims won’t go upstairs until you adda second story. After the staircase is positioned, theprocess for building a second story is exactly thesame as building the first floor. The only obviousdifference is that the buildable wall space extendsout one square beyond the walls on the first floor.This allows you to squeeze a little extra space for alarger room or balcony.

Roof ToolAlthough it is much easier to play The Sims usingthe Walls Cutaway or Walls Down options on theControl Panel, you will want to step back andenjoy your masterpiece in all of its crowning glory.The Roof Tool allows you to select a Shallow,Medium, or Steep Pitch for your roof, and choosefrom a selection of four roof patterns.

Fig. 5-11. Our househas a Steep Pitchwith dark roof tiles.

Fig. 5-12. With thepool and decking inplace, you haveroom to add anoutdoor barbecueand beverage cart.

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Chapter 5: BUILDING A HOUSE

Special Editing ToolsIn addition to the building tools describedabove, there are two other options on the BuildMode Control Panel. The curved arrows picturedat the bottom corner of figure 5-15 allow you toundo or repeat your last action(s). This is a quickway to delete unwanted items.

Fireplace ToolFig. 5-13. It looksinnocent enough,but a roaring firecan turn nearbyobjects or Sims intoa deadly inferno.

When placed safely out of the way of flammableobjects, a fireplace adds a major boost to theRoom score. However, it can be a dangerous firehazard if Sims wander too close, so give it a wideberth when a fire is roaring.

Plant ToolNow, it’s time to put the finishing touches on theexterior of your house. Using the Plant Tool, youcan select from 14 different plants, priced from §5for Wildflowers to §300 for an Apple Tree. Thefollowing types of vegetation are included:

Plant Types• Flowers (4)

• Bushes (1)

• Hedges (2)

• Shrubs (2)

• Trees (5)

Fig. 5-14. Thiscolorful landscapingwill require theservices of aGardener, or a Simwith a lot of timeto kill.

Fig. 5-15. ClickUndo Last toreverse your mostrecent actions.

Let your green thumb go wild, but don’t forgetthat only trees and shrubs will thrive withoutregular watering. If you want colorful flowers,you’ll probably need to hire a Gardener.

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If the undo button is unavailable, you can clickon the Hand Tool, select any object, and then pressthe Delete key to sell it back. For directions on howto delete walls, wall coverings, and floor coverings,see the appropriate sections in this chapter.

Fig. 5-16. Select anitem with the HandTool, then pressDelete to make itgo away.

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Chapter 6:MATERIAL SIMS

Chapter 6:MATERIAL SIMS

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IntroductionThis chapter covers the eight categories of objectsavailable in Buy Mode: Seating, Surfaces,Decorative, Electronics, Appliances, Plumbing,Lighting, and Miscellaneous. Every object is listedwith its purchase price, related Motives, andEfficiency ratings. You can shop ‘til you drop, butit’s more important to buy smart than to buyoften. Our comprehensive Buying Guide is justahead, but first let’s study some important factorsthat impact your spending habits.

Buying for Needs, Insteadof Needing to BuyIf you select a ready-made house for your new Simfamily, you acquire walls, floors, and a roof, butlittle else. The house is empty, with nary a toilet,bed, or refrigerator in sight. Depending upon howmuch you spent on the house, you’ll have a fewthousand Simoleans to use in Buy Mode, whereyou can purchase more than 150 objects. Mostobjects affect your Sims’ environment in positiveways. However, not every object is a necessity. Infact, if you are a recovering shopping channeladdict, this is not a good time to fall off yourwallet. Make your first purchases with The Sims’Motives (or Needs) in mind. You can review yourSims’ current Needs state by clicking on the Moodicon. We provide detailed descriptions in theMotives chapter, but for now, here is a basicshopping list that will help you get your Sims’Need bars out of the red zone during the earlystages of a game.

In most instances, an expensive item has agreater impact on the related Need bar than aneconomy model. For example, a §300 cot givesyour Sim a place to crash, but a §3,000 MissionBed provides more Comfort and lets your Simget by on less sleep. As an added bonus, thetop-of-the-line bed also adds to the overallRoom score.

Fig. 6-1. Despitelogging only fivehours of sleep, Bellais feeling prettygood, thanks to her§3000 Mission bed.

Fig. 6-2. A big-screen TV is fun foryour Sims, but alsofor the neighbors,who will often hangout, and boost yourSocial score.

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Chapter 6: MATERIAL SIMS

Sims Can Be Hard to PleaseGiven a fat bank account, it would seem that you can always cheer up your Sims with a few expensivepurchases. Not exactly. While you are spending your hard-earned Simoleans, the Sims are busycomparing everything that you buy to everything they already own. If you fail to keep your Sims in themanner to which they are accustomed, their responses to your new objects may be indifferent or evendownright negative. Every time you make a purchase, the game uses an assessment formula to calculateyour Sim’s response. The logic goes like this:

Need Item ExplanationHunger Refrigerator, A refrigerator alone will sustain life, but you will greatly

Food Processor, Stove improve the quality of Sim meals by using a food processor and stove. However, there is a risk of fire if yourSim doesn’t have at least two Cooking Skill points.

Comfort Bed, Chairs Sims will sleep anywhere when they are tired, but a bed is highly recommended for sleeping, and you’ll need chairs(for eating and working at the computer), and a couch for napping. A bathtub provides a little extra comfort for your Sims, but it isn’t critical, provided you have a shower.

Hygiene Sink, Shower Dirty Sims spend a lot of time waving their arms in the airto disperse their body odor. Not a pretty sight. Fortunately, a sink and shower go a long way toward improving their state of mind (not to mention the smell).

Bladder Toilet When you gotta go, you gotta go. Sims prefer using a toilet, but if one is not available, they will relieve themselves on the floor. This not only causes great shame and embarrassment, but someone in your family will haveto clean up the mess. It’s also very bad for your Hygiene levels.

Energy Bed If you don’t want to spawn a family of insomniacs, buy a sufficient number of beds for your Sims. A shot of coffee or espresso provides a temporary Energy boost, but it is definitely not a long-term solution.

Fun TV The boob tube is the easiest and cheapest way to give your Sims a break from their daily grinds. You can add other, more exciting, items later, but this is your best choice early on.

Social Telephone Ignore this for a short time while you focus on setting up your house. However, don’t force your Sims into a solitarylifestyle. Other Sims may walk by the house, but you’ll have better results after buying a telephone, so that you can invite people over and gain Social points when they arrive.

Room Windows, Lamps, Sims like plenty of light, from windows during the day Decorations, and artificial lighting at night. Table Lamps are the Landscaping cheapest, but they can only be placed on raised surfaces.

As your game progresses, you can add decorations and landscaping to boost the Room score.

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• Calculates the average value ofeverything in your house (includingoutdoor items).

• Subtracts 10 percent of the new object’svalue for each existing copy of the sameitem. Don’t expect your family membersto jump for joy if you add a hot tub toevery room in the house.

• Compares the value of the new objectwith all existing objects in your house. Ifthe new purchase is worth 20 percent ormore above the average value of currentitems, the Sim exhibits a positiveresponse by clapping.

• If the new object is within 20 percent(above or below) of the current averagevalue of all items in your household, theSim gives you an uninspired shrug.

• If the new object is less than 20 percentbelow the average value, your Sim wavesit off and you’ll see a red X through theobject.

Your Diminishing Net WorthWhen times are tough, you may need to raise cashby selling objects in your house. With rareexception, you will never match your initialinvestment, thanks to instant depreciation, and astime goes on, your belongings continue to losevalue until they reach their depreciation limits. Thefollowing table lists every object in The Sims(alphabetically), including purchase price anddepreciated values.

Fig. 6-3. Comparedto the §2,100 “SnailsWith Icicles in Nose,”this §45 clownpicture doesn’t quitestack up.

Although depreciation reduces the value ofyour furnishings over time, there is a buyer’sremorse period when you can return the itemfor full value (if it has been less than 24 hourssince you purchased it). So, if you have secondthoughts about that new hot tub, simply selectthe item and hit the Delete key to get yourmoney back.

Fig. 6-4. ThisPyrotorre GasRange is §1,000new, but afterdepreciation it’sworth only §790.

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Chapter 6: MATERIAL SIMS

Object Depreciation

Name Purchase Price Initial Depreciation Daily Depreciation Depreciation LimitAlarm: Burglar §250 §62 §2 §50

Alarm: Smoke §50 §12 §0 §10

Aquarium §200 §30 §2 §80

Bar §800 §120 §8 §320

Barbecue §350 §70 §4 §105

Basketball Hoop §650 §98 §6 §260(Cheap Eaze)

Bed: Double §450 §68 §4 §180

Bed: Double (Mission) §3,000 §450 §30 §1,200

Bed: Double (Napoleon) §1,000 §150 §10 §400

Bed: Single (Spartan) §300 §45 §3 §120

Bed: Single (Tyke Nyte) §450 §68 §4 §180

Bench: Garden §250 §38 §2 §100

Bookshelf: Amishim §500 §75 §5 §200

Bookshelf: Libri di Regina §900 §135 §9 §360

Bookshelf: Pine §250 §38 §2 §100

Chair: Deck (Survivall) §150 §22 §2 §60

Chair: Dining (Empress) §600 §90 §6 §240

Chair: Dining §1,200 §180 §12 §480(Parisienne)

Chair: Dining (Teak) §200 §30 §2 §80

Chair: Dining §80 §12 §1 §32(Werkbunnst)

Chair: Living Room §450 §68 §4 §180(Citronel)

Chair: Living Room §250 §38 §2 §100(Country Class)

Chair: Living Room §500 §75 §5 §200(Sarrbach)

Chair: Living Room §80 §12 §1 §32(Wicker)

Chair: Office §100 §15 §1 §40

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Name Purchase Price Initial Depreciation Daily Depreciation Depreciation LimitChair: Recliner §250 §38 §2 §100(Back Slack)

Chair: Recliner §850 §128 §8 §340(Von Braun)

Chess Set §500 §75 §5 §200

Clock: Alarm §30 §4 §0 §12

Clock: Grandfather §3,500 §525 §35 §1,400

Coffee: Espresso §450 §90 §4 §135Machine

Coffeemaker §85 §17 §1 §26

Computer §2,800 §700 §28 §560(Brahma 2000)

Computer (Marco) §6,500 §1,625 §65 §1,300

Computer (Microscotch) §1,800 §450 §18 §360

Computer (Moneywell) §999 §250 §10 §200

Counter: Bath §400 §60 §4 §160(Count Blanc)

Counter: Kitchen §800 §120 §8 §320(Barcelona: In)

Counter: Kitchen §800 §120 §8 §320(Barcelona: Out)

Counter: Kitchen §150 §22 §2 §60(NuMica)

Counter: Kitchen (Tiled) §250 §38 §2 §100

Desk (Cupertino) §220 §33 §2 §88

Desk (Mesquite) §80 §12 §1 §32

Desk (Redmond) §800 §120 §8 §320

Dishwasher §550 §110 §6 §165(Dish Duster)

Dishwasher §950 §190 §10 §285(Fuzzy Logic)

Dollhouse §180 §27 §2 §72

Dresser §1,200 §180 §12 §480(Antique Armoire)

Dresser (Kinderstuff) §300 §45 §3 §120

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Name Purchase Price Initial Depreciation Daily Depreciation Depreciation LimitDresser (Oak Armoire) §550 §82 §6 §220

Dresser (Pinegulcher) §250 §38 §2 §100

Easel §250 §38 §2 §100

Exercise Machine §700 §105 §7 §280

Flamingo §12 §2 §0 §5

Food Processor §220 §44 §2 §66

Fountain §700 §105 §7 §280

Fridge (Freeze Secret) §2,500 §500 §25 §750

Fridge (Llamark) §600 §120 §6 §180

Fridge (Porcina) §1,200 §240 §12 §360

Hot Tub §6,500 §1,300 §65 §1,950

Lamp: Floor (Halogen) §50 §8 §0 §20

Lamp: Floor (Lumpen) §100 §15 §1 §40

Lamp: Floor §350 §52 §4 §140(Torchosteronne)

Lamp: Garden §50 §7 §1 §20

Lamp: Love n’ Haight §80 §12 §1 §32Lava

Lamp: Table (Antique) §300 §45 §3 §120

Lamp: Table (Bottle) §25 §4 §0 §10

Lamp: Table (Ceramiche) §85 §13 §1 §34

Lamp: Table (Elite) §180 §27 §2 §72

Medicine Cabinet §125 §19 §1 §50

Microwave §250 §50 §2 §75

Mirror: Floor §150 §22 §2 §60

Mirror: Wall §100 §15 §1 §40

Phone: Tabletop §50 §12 §0 §10

Phone: Wall §75 §19 §1 §15

Piano §3,500 §525 §35 §1,400

Pinball Machine §1,800 §450 §18 §360

Plant: Big (Cactus) §150 §22 §2 §60

Plant: Big (Jade) §160 §24 §2 §64

Plant: Big (Rubber) §120 §18 §1 §48

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Name Purchase Price Initial Depreciation Daily Depreciation Depreciation LimitPlant: Small (Geranium) §45 §7 §0 §18

Plant: Small (Spider) §35 §5 §0 §14

Plant: Small (Violets) §30 §4 §0 §12

Play Structure §1,200 §180 §12 §480

Pool Table §4,200 §630 §42 §1,680

Shower §650 §130 §6 §195

Sink: Bathroom Pedestal §400 §80 §4 §120

Sink: Kitchen (Double) §500 §100 §5 §150

Sink: Kitchen (Single) §250 §50 §2 §75

Sofa (Blue Pinstripe) §400 §60 §4 §160

Sofa (Contempto) §200 §30 §2 §80

Sofa (Country) §450 §68 §4 §180

Sofa (Deiter) §1,100 §165 §11 §440

Sofa (Dolce) §1,450 §218 §14 §580

Sofa (Recycled) §180 §27 §2 §72

Sofa (SimSafari) §220 §33 §2 §88

Sofa: Loveseat §360 §54 §4 §144(Blue Pinstripe)

Sofa: Loveseat §150 §22 §2 §60(Contempto)

Sofa: Loveseat §340 §51 §3 §136(Country)

Sofa: Loveseat §160 §24 §2 §64(Indoor-Outdoor)

Sofa: Loveseat §875 §131 §9 §350(Luxuriare)

Stereo (Strings) §2,550 §638 §26 §510

Stereo (Zimantz) §650 §162 §6 §130

Stereo: Boom Box §100 §25 §1 §20

Stove (Dialectric) §400 §80 §4 §120

Stove (Pyrotorre) §1,000 §200 §10 §300

Table: Dining §200 §30 §2 §80(Colonial)

Table: Dining (Mesa) §450 §68 §4 §180

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Name Purchase Price Initial Depreciation Daily Depreciation Depreciation LimitTable: Dining (NuMica) §95 §14 §1 §38

Table: Dining §1,200 §180 §12 §480(Parisienne)

Table: End (Anywhere) §120 §18 §1 §48

Table: End (Imperious) §135 §20 §1 §54

Table: End (KinderStuff) §75 §11 §1 §30

Table: End (Mission) §250 §38 §2 §100

Table: End (Pinegulcher) §40 §6 §0 §16

Table: End (Sumpto) §300 §45 §3 §120

Table: End (Wicker) §55 §8 §1 §22

Table: Outdoor §200 §30 §2 §80(Backwoods)

Toaster Oven §100 §20 §1 §30

Toilet (Flush Force) §1,200 §240 §12 §360

Toilet (Hygeia-O-Matic) §300 §60 §3 §90

Tombstone/Urn §5 §1 §0 §2

Toy Box §50 §8 §0 §20

Train Set: Large §955 §239 §10 §191

Train Set: Small §80 §20 §1 §16

Trash Compactor §375 §75 §4 §112

Tub (Hydrothera) §3,200 §640 §32 §960

Tub (Justa) §800 §160 §8 §240

Tub (Sani-Queen) §1,500 §300 §15 §450

TV (Monochrome) §85 §21 §1 §17

TV (Soma) §3,500 §875 §35 §700

TV (Trottco) §500 §125 §5 §100

VR Glasses §2,300 §575 §23 §460

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The Sims Buying GuideThe following sections represent the eight itemcategories that appear when you click the BuyMode button on the control panel. We’ve added afew subcategories to make it easier to find aspecific object. The Efficiency Value (1–10) indicateshow well the item satisfies each Motive. You getwhat you pay for in The Sims, so an §80 chairdoesn’t quite stack up to an §850 recliner when itcomes to boosting your Comfort level, and itcannot restore Energy.

SeatingChairs

There are three types of chairs in The Sims:movable, stationary, and reclining. Any chair willfunction at a desk or table for eating and usingobjects. If your budget is tight, you can also usecheaper chairs for watching TV or reading, buttheir Comfort ratings are very low. You can usehigh-ticket dining room chairs at the computer,but that is probably overkill. You are better offplacing them in the dining room where youreceive greater benefit from their enhancedRoom ratings.

Stationary chairs are cushier andnicely upholstered (depending onyour taste, of course), and theyusually provide more comfort.Finally, the reclining chairs aretop of the line, giving youincreased comfort and the addedbenefit of being able to catch afew Zs in the reclining position.

Chair placement is critical,

Werkbunnst All-Purpose Chair

especially around tables. A Sim will not move achair sideways, only forward and backward. So,position the chair properly or the Sim will notbe able to use the table (or what is on it). Also,be careful not to trap a Sim in a corner when achair is pulled out. For example, if a child isplaying with a train set in the corner of theroom, and another Sim pulls out a chair to usethe computer, the child would be trapped inthe corner until the computer user is finished.

Type: Movable

Cost: §80

Motive: Comfort (2)

Posture Plus Office Chair

Type: Movable

Cost: §100

Motive: Comfort (3)

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Deck Chair by Survivall

Type: Movable

Cost: §150

Motive: Comfort (3)

Touch of Teak Dinette Chair

Empress Dining Room Chair

Type: Movable

Cost: §200

Motive: Comfort (3)

Type: Movable

Cost: §600

Motives: Comfort (4),Room (2)

Parisienne Dining Chair

Sioux City Wicker Chair

Country Class Armchair

Type: Movable

Cost: §1,200

Motives: Comfort (6),Room (3)

Type: Stationary

Cost: §80

Motive: Comfort (2)

Type: Stationary

Cost: §250

Motive: Comfort (4)

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“Citronel” from Chiclettina Inc.

Type: Stationary

Cost: §450

Motive: Comfort (6)

“The Sarrbach” by Werkbunnst

Type: Stationary

Cost: §500

Motive: Comfort (6)

“Back Slack” Recliner

Type: Recliner

Cost: §250

Motives: Comfort (6),Energy (3)

“Von Braun” Recliner

Type: Recliner

Cost: §850

Motives: Comfort (9),Energy (3)

Contempto Loveseat

Cost: §150

Motives: Comfort (3),Energy (4)

Couches

Sitting down is fine for reading, eating, orworking, but for serious vegging, your Sims need agood couch. When selecting a couch, function ismore important than quality. If you are looking fora place to take naps, pay more attention to theEnergy rating than the Comfort or Room ratings. Amultipurpose couch should have good Energy andComfort ratings. However, if you are furnishingyour party area, select one that looks good,thereby enhancing your Room rating. Stay awayfrom the cheapest couches (under §200). For a fewextra dollars, a medium-priced couch will makeyour Sims a lot happier. When you’re flush withSimoleans, don’t forget to dress up your gardenwith the outdoor bench. You can’t sleep on it, butit looks great.

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Indoor-Outdoor Loveseat

Cost: §160

Motives: Comfort (3),Energy (4)

Recycled Couch

Cost: §180

Motives: Comfort (2),Energy (5)

Contempto Couch

Cost: §200

Motives: Comfort (3),Energy (5)

SimSafari Sofa

Cost: §220

Motives: Comfort (3),Energy (5)

Parque Fresco del Aire Bench

Cost: §250

Motive: Comfort (2)

Country Class Loveseat

Cost: §340

Motives: Comfort (5),Energy (4)

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Luxuriare Loveseat

Cost: §875

Motives: Comfort (8),Energy (4), Room (2)

“The Deiter” by Werkbunnst

Cost: §1,100

Motives: Comfort (8),Energy (5), Room (3)

Dolce Tutti Frutti Sofa

Cost: §1,450

Motives: Comfort (9),Energy (5), Room (3)

Pinstripe Loveseat from Zecutime

Cost: §360

Motives: Comfort (5),Energy (4)

Pinstripe Sofa from Zecutime

Cost: §400

Motives: Comfort (5),Energy (5)

Country Class Sofa

Cost: §450

Motives: Comfort (5),Energy (5)

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Tyke Nyte Bed

Cost: §450

Motives: Comfort (7),Energy (7)

Napoleon Sleigh Bed

Cost: §1,000

Motives: Comfort (8),Energy (9)

Modern Mission Bed

Cost: §3,000

Motives: Comfort (9),Energy (10), Room (3)

Beds

Getting enough sleep can be one of the mostfrustrating goals in The Sims, especially if there isa new baby in the house, or your car pool arrivesat some ungodly hour of the morning. In the earlystages of a game, it is not important to spend abundle of money on a designer bed. However, anupgrade later on is well worth the money,because a top-of-the-line bed recharges yourEnergy bar faster.

Spartan Special

Cost: §300

Motives: Comfort (6),Energy (7)

Cheap Eazzzzze Double Sleeper

Cost: §450

Motives: Comfort (7),Energy (8)

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Count Blanc Bathroom Counter

Cost: §400

Motive: None

“Barcelona” Outcurve Counter

Cost: §800

Motive: Room (2)

“Barcelona” Incurve Counter

Cost: §800

Motive: Room (2)

SurfacesSims will eat or read standing up if they have to,but they won’t be particularly happy about it.Sitting at a table while eating a meal bolsters aSim’s Comfort. Since your Sims have to eat tosatisfy Hunger, they might as well improveComfort, too. Many objects require elevatedsurfaces, so allow enough room for nightstands(alarm clock, lamps), tables (computer), andcountertops (microwave, coffeemaker, etc.), whenyou design the interior of your house. Also, yourSims cannot prepare food on a table, so provideample countertop space in the kitchen, or you mayfind them wandering into the bathroom to chopveggies on the counter (hair in the soup—yummy!).

Countertops

NuMica Kitchen Counter

Cost: §150

Motive: None

Tiled Counter

Cost: §250

Motive: None

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Imperious Island End Table

Cost: §135

Motive: None

Modern Mission End Table

Cost: §250

Motive: Room (1)

Sumpto End Table

Cost: §300

Motive: Room (1)

End Tables

Pinegulcher End Table

Cost: §40

Motive: None

Wicker Breeze End Table

Cost: §55

Motive: None

“Anywhere” End Table

Cost: §120

Motive: None

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KinderStuff Nightstand

Cost: §75

Motive: None

Desks/Tables

Mesquite Desk/Table

Cost: §80

Motive: None

NuMica Folding Card Table

Cost: §95

Motive: None

“Colonial Legacy” Dining Table

Cost: §200

Motive: None

Backwoods Table by Survivall

Cost: §200

Motive: None

London “Cupertino” Collection Desk/Table

Cost: §220

Motive: None

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London “Mesa” Dining Design

Cost: §450

Motive: Room (2)

The “Redmond” Desk/Table

Cost: §800

Motive: Room (2)

Parisienne Dining Table

Cost: §1,200

Motive: Room (3)

DecorativeAfter the essential furnishings are in place, you canimprove your Room score by adding decorativeobjects. Some items, such as the grandfather clockand aquarium, require regular maintenance, butmost decorative items exist solely for your Sims’viewing pleasure. You might even get lucky andbuy a painting or sculpture that increases in value.In addition to enhancing the Room score, theaquarium and fountain have Fun value.

Pink Flamingo

Cost: §12

Motive: Room (2)

Cost: §30

Motive: Room (1)

African Violet

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Spider Plant

Cost: §35

Motive: Room (1)

“Roxana” Geranium

Cost: §45

Motive: Room (1)

“Tragic Clown” Painting

Cost: §45

Motive: Room (1)

Watercolor by J.M.E.

Cost: §75

Motive: Room (1)

Rubber Tree Plant

Cost: §120

Motive: Room (2)

Echinopsis maximus Cactus

Cost: §150

Motive: Room (2)

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Jade Plant

Cost: §160

Motive: Room (2)

Poseidon’s Adventure Aquarium

Cost: §200

Motive: Fun (1), Room (2)

“Bi-Polar” by Conner I.N.

Cost: §240

Motive: Room (2)

“Delusion de Grandeur”

Cost: §360

Motive: Room (2)

“Fountain of Tranquility”

Cost: §700

Motives: Fun (1), Room (2)

Landscape #12,001 by Manny Kopees

Cost: §750

Motive: Room (3)

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Bust of Athena by Klassick Repro. Inc.

Cost: §875

Motive: Room (3)

“Scylla and Charybdis”

Cost: §1,450

Motive: Room (4)

Snails With Icicles in Nose

Cost: §2,140

Motive: Room (5)

Portrait Grid by Payne A. Pitcher

Cost: §3,200

Motive: Room (8)

Grandfather Clock

Cost: §3,500

Motive: Room (7)

Blue China Vase

Cost: §4,260

Motive: Room (7)

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“Still Life, Drapery and Crumbs”

Cost: §7,600

Motive: Room (9)

“Large Black Slab” by ChiChi Smith

Cost: §12,648

Motive: Room (10)

ElectronicsThis game offers a veritable potpourri of high-techgadgetry, ranging from potentially lifesaving itemssuch as smoke detectors to nonessential purchasessuch as pinball games or virtual reality headsets.Beyond the critical electronics items—smokedetectors, telephone for receiving calls or callingservices and friends, TV for cheap fun, andcomputer for finding a job—you should focus onitems with group activity potential, especially ifyou like socializing and throwing parties.

FireBrand Smoke Detector

Cost: §50

Motive: None

SimSafety IV Burglar Alarm

Cost: §250

Motive: None

Electronic items can break down on a regularbasis, so it is a good idea to bone up onMechanical Skills. Until you have a qualified fix-it Sim in the house, you’ll be shelling out §50an hour for a repairman.

Notes: Each detector covers one room. At the very least, place adetector in any room that has a stove or fireplace.

Notes: An alarm unit covers one room, but an outside alarmcovers an area within five tiles of the house. The police arecalled immediately when the alarm goes off.

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SCTC BR-8 Standard Telephone

Cost: §50

Motive: None

Notes: This phone needs a surface, so it’s less accessible. Bestlocation is in the kitchen; stick with wall phones in the rest ofthe house.

SCTC Cordless Wall Phone

Cost: §75

Motive: None

Notes: Place these phones wherever your Sims spend a lot of time.

Urchineer Train Set by Rip Co.

Cost: §80

Motive: Fun (2)

Notes: Group activity; can only be used by kids.

Monochrome TV

Cost: §85

Motive: Fun (2)

Notes: Strictly for tight budgets, but it gives your Sims a littlemindless fun.

TelevisionsBuying a TV is the easiest way to put a little funinto your Sims’ lives, and it is a group activity. Youcan maximize the effect by matching the programcategory with your Sim’s personality, as noted inthe following table.

Personality Favorite TV ShowActive ActionGrouchy (low nice) HorrorOutgoing RomancePlayful Cartoon

Your TV will eventually break down, especiallyif you have a family of couch potatoes. Do notattempt to repair the TV unless your Sim has atleast one Mechanical Skill point (three is evenbetter). If your Sim doesn’t have the propertraining, poking around inside the TV will resultin electrocution.

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Stereos

Dancing to the music is a great group activity,especially for Sims with effervescent personalities(although it is perfectly acceptable to dancealone). When a Sim dances with a houseguest, itincreases both their Fun and Social ratings. Youcan personalize The Sims by placing your own MP3files in the Music/Stations directory.

Trottco 27” Color Television B94U

Cost: §500

Motive: Fun (4)

Notes: A lazy Sim’s favorite activity is watching TV.

Soma Plasma TV

Cost: §3,500

Motive: Fun (6), Room (2)

Notes: It’s expensive, but it provides instant entertainment for afull house.

“Down Wit Dat” Boom Box

Cost: §100

Motive: Fun (2)

Notes: An inexpensive way to start a party in your front yard.

Zimantz Component Hi-Fi Stereo

Cost: §650

Motive: Fun (3)

Notes: Perfect for your big party room.

Strings Theory Stereo

Cost: §2,550

Motives: Fun (5), Room (3)

Notes: The ultimate party machine, this is the only stereo thatenhances your Room score.

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Computers

A computer is a Sim’s best tool for finding a job.The computer has three job postings every day,making it three times as productive as thenewspaper employment ads. Aside from careersearch, the computer provides entertainment forthe entire family, and it helps the kids keep theirgrades up (better chance of cash rewards from thegrandparents). Playful and lazy Sims love thecomputer. However, if only serious Sims occupyyour house, you can grab a newspaper and let theage of technology pass you by.

Moneywell Computer

Cost: §999

Motive: Fun (3), Study

Notes: All you need is a basic computer for job searching.

Microscotch Covetta Q628-1500JA

Cost: §1,800

Motive: Fun (5), Study

Notes: More power translates into better gaming.

The Brahma 2000

Cost: §2,800

Motive: Fun (7), Study

Notes: More than twice the fun of a basic computer.

Meet Marco

Cost: §6,500

Motive: Fun (9), Study

Notes: For Sim power users—the family will fight for playingtime on this beast.

OCD Systems SimRailRoad Town

Cost: §955

Motive: Fun (4), Room (3)

Notes: You need a large area for this train table, but it is an excellentgroup activity and it gives a serious boost to your Room score.

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Mr. Regular-Joe Coffee

Cost: §85

Motive: Bladder (-1),Energy (1)

Notes: Only adults can partake of the coffee rush. The effectsare temporary, but sometimes it’s the only way to get rolling.

“See Me, Feel Me” Pinball Machine

Cost: §1,800

Motive: Fun (5)

Notes: Build a big family room and add a pinball machine tokeep your guests occupied for hours.

SSRI Virtual Reality Set

Cost: §2,300

Motive: Fun (7)

Notes: Playful Sims have been known to don VR glasses on theirway to the bathroom (even with full bladders). For grins, waituntil a Sim puts on the glasses, then immediately issue anothercommand. The Sim head on the control panel will wear theglasses for the duration of your game.

AppliancesWith the exception of the dishwasher and trashcompactor, the Sim appliances are all devoted tothe creation of food or java. At a bare minimum,you need refrigeration. However, if you want yourSims to eat like royalty, train at least one familymember in the gentle art of cooking and providethat Sim with the latest in culinary tools.

Gagmia Simore Espresso Machine

Cost: §450

Motive: Bladder (-2),Energy (2), Fun (1)

Notes: If you want a morning jolt, espresso is the way to go.You’ll fill your bladder twice as fast as with regular coffee, but itis a small price to pay for more energy and a splash of fun.

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Positive Potential Microwave

Cost: §250

Motive: Hunger (2)

Notes: You can warm up your food without burning the house down.

Dialectric Free Standing Range

Cost: §400

Motive: Hunger (5)

Notes: After raising your Cooking Skills to three or above, youcan create nutritious (and satisfying) meals on this stove.

The “Pyrotorre” Gas Range

Cost: §1,000

Motive: Hunger (7)

Notes: A skilled chef can create works of art on this stove.

Wild Bill THX-451 Barbecue

Cost: §350

Motive: Hunger (4)

Notes: Only experienced adult chefs should fire up the barbecue.Be careful not to position the grill near flammable items.

Although an expensive stove enhances your Simmeals, it is only one of three steps in thecooking process. To maximize the potential ofyour stove, you need an excellent refrigeratorfor storage, and a food processor for efficientpreparation.

Brand Name Toaster Oven

Cost: §100

Motive: Hunger (1)

Notes: This little roaster is better at starting fires than cookingfood. Improve your Cooking Skills and buy a real oven. Untilthen, use a microwave.

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XLR8R Food Processor

Cost: §220

Motive: Hunger (2)

Notes: A food processor speeds up meal preparation andenhances food quality.

Junk Genie Trash Compactor

Cost: §375

Motive: None

Notes: A compactor holds more garbage than a trash can, andeven when it is full, it will not degrade the Room rating becausethe trash is concealed.

Dish Duster Deluxe

Cost: §550

Motive: Dirty disheslower your Room score.

Notes: Kids can’t use the dishwasher, but it still cuts cleanuptime considerably, and the countertop can be used for placingother items (sorry, no eating allowed).

Fuzzy Logic Dishwasher

Cost: §950

Motive: Dirty disheslower your Room score.

Notes: The Cadillac of dishwashers cleans up kitchen messes in asnap. This model has fewer breakdowns than the Dish Duster.

Llamark Refrigerator

Cost: §600

Motive: Hunger (6)

Notes: This model is sufficient while your Sims are building uptheir Cooking Skills.

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Porcina Refrigerator Model P1g-S

Cost: §1,200

Motive: Hunger (7)

Notes: This model produces more satisfying food for your Sims.

Hydronomic Kitchen Sink

Cost: §250

Motive: Hygiene (2)

Notes: Without it the Sims would be washing dishes in the bathroom.

Freeze Secret Refrigerator

Cost: §2,500

Motive: Hunger (8)

Notes: The best place to store your food. When it’s matched witha food processor, gas stove, and an experienced chef, your Simswill be licking their lips.

PlumbingSims can’t carry buckets to the well for theirweekly bath, and the outhouse hasn’t worked inyears, so install various plumbing objects tomaintain a clean, healthy environment. Ofcourse, not every plumbing object is essential,but you can’t beat a relaxing hour in the hot tubwith a few of your closest friends (or casualacquaintances).

Epikouros Kitchen Sink

Cost: §500

Motive: Hygiene (3)

Notes: It’s twice as big as the single, but a dishwasher is abetter investment.

“Andersonville” Pedestal Sink

Cost: §400

Motive: Hygiene (2)

Notes: Neat Sims like to wash their hands after using the toilet.

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Hygeia-O-Matic Toilet

Cost: §300

Motive: Bladder (8)

Notes: Hey, your only other option is the floor.

Flush Force 5 XLT

Cost: §1,200

Motives: Comfort (4),Bladder (8)

Notes: Your Sims can’t go to the ballpark to get a good seat, butthey can sit in a lap of luxury in the bathroom.

SpaceMiser Shower

Cost: §650

Motive: Hygiene (6)

Notes: This is basic equipment in a Sims bathroom. One Sim canshower at a time, and the neat ones tend to linger longer thanthe sloppy ones. Sims are generally shy if they are not in lovewith a housemate, so you may need more than one shower (andbathroom) to prevent a traffic jam in the bathroom.

Justa Bathtub

Cost: §800

Motives: Comfort (3),Hygiene (6)

Notes: Your Sims get a double benefit from a relaxing bathwhen they have a little extra time.

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WhirlWizard Hot Tub

Cost: §6,500

Motives: Comfort (6),Hygiene (2), Fun (2)

Notes: Up to four adult Sims can relax, mingle, and begin lastingrelationships in the hot tub.

LightingSims love natural light, so make sure the sun shinesthrough your windows from every direction. And,when the sun goes down, your Sims need plenty oflighting on the walls, floors, and tables toilluminate their world until bedtime. Althoughonly three lamps listed below have direct impacton the Room score, all of the lamps have acollective effect when spread evenly throughoutthe home. Pay special attention to key activityareas in the kitchen, family room, bedrooms, andof course, the bathroom.

Hydrothera Bathtub

Cost: §3,200

Motives: Comfort (8),Hygiene (10)

Notes: The most fun a Sim can have alone. Save your Simoleans,buy it, and listen to sounds of relaxation.

Lamp bulbs burn out with use, and they mustbe replaced. Sims can replace their own bulbs,but without Mechanical Skills, they run therisk of electrocution. Hiring a repairman isanother option, but at §50 per hour, this canbe very costly.

Table Lamps

Bottle Lamp

Cost: §25

Motive: None

Sani-Queen Bathtub

Cost: §1,500

Motives: Comfort (5),Hygiene (8)

Notes: Almost twice the price, but the added Comfort andHygiene points are worth it.

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Love n’ Haight Lava Lamp

Cost: §80

Motive: Room (2)

Ceramiche Table Lamp

Cost: §85

Motive: None

Elite Reflections Chrome Lamp

Cost: §180

Motive: None

Cost: §300

Motive: Room (1)

Floor Lamps

Halogen Heaven Lamp by Contempto

Cost: §50

Motive: None

Lumpen Lumeniat Floor Lamp

Cost: §100

Motive: None

SC Electric Co. Antique Lamp

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Torchosteronne Floor Lamp

Cost: §350

Motive: Room (1)

Wall Lamps

White Globe Sconce

Cost: §35

Motive: None

Oval Glass Sconce

Cost: §85

Motive: None

Top Brass Sconce

Cost: §110

Motive: None

Blue Plate Special Sconce

Cost: §135

Motive: None

Outside Lamp

Garden Lamp (Outdoor Use Only)

Cost: §50

Motive: None

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MiscellaneousWe’re down to the objects that are hard to fitinto a category—everything from bookcases tobeverage bars. Don’t make the mistake ofignoring these items because you think they’reluxuries; your Sim’s life would be extremelydifficult without a trash can, alarm clock, andbookcase. Plus, if you want to improve your Sim’sCharisma and Body ratings, you’ll need a mirrorand exercise machine. So, once you install thebasic objects in your house, look to theMiscellaneous category for objects that take yourSim’s lifestyle to the next level.

Trash Can

Cost: §30

Motive: None

Notes: Without a place to put trash, your Sim house will becomea fly-infested hovel.

Narcisco Wall Mirror

Cost: §100

Motive: ImprovesCharisma

Notes: Adults can Practice speech in front of the mirror toimprove their Charisma.

SnoozMore Alarm Clock

Cost: §30

Motive: None

Notes: After you set the clock, it will ring two hours before thecarpool arrives for every working Sim in your house.

Magical Mystery Toy Box

Cost: §50

Motive: Fun (2)

Notes: A good entertainment alternative if your kids are gettingbleary-eyed in front of the computer.

Medicine Cabinet

Cost: §125

Motive: Hygiene (1),Improves Charisma

Notes: Your Sims can Practice speech in the bathroom andimprove their Hygiene at the same time.

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Will Lloyd Wright Doll House

Cost: §180

Motive: Fun (2)

Notes: An engaging group activity for kids and adults.

Narcisco Floor Mirror

Cost: §150

Motive: ImprovesCharisma

Notes: Place this mirror anywhere to practice Charisma withoutlocking other Sims out of the bathroom.

Pinegulcher Dresser

Cost: §250

Motive: None

Notes: A Sim can change into various formal, work, and leisureoutfits, and even acquire a new body type.

Cheap Pine Bookcase

Cost: §250

Motive: Fun (1), ImproveCooking, Mechanical, andStudy Skills

Notes: Reading books is the best way to prevent prematuredeath from fires or electrocution.

Kinderstuff Dresser

Cost: §300

Motive: None

Notes: Kids like to dress up too!

“Dimanche” Folding Easel

Cost: §250

Motive: Fun (2), ImprovesCreativity

Notes: With practice, a Sim can improve Creativity, andeventually sell a picture for up to §166.

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Chapter 6: MATERIAL SIMS

Chuck Matewell Chess Set

Cost: §500

Motive: Fun (2), ImprovesLogic

Notes: Serious Sims gain the most Fun points by playing, andany two Sims can improve Logic by playing each other.

”Exerto” Benchpress Exercise Machine

Cost: §700

Motive: Improves Body

Notes: Adult Sims can bulk up their Body points with exercise sessions.

Traditional Oak Armoire

Cost: §550

Motive: Room (1)

Notes: This dresser allows your Sim to change clothes (bodyskins). The choices vary, depending upon the Sim’s current outfit.

SuperDoop Basketball Hoop

Cost: §650

Motive: Fun (4)

Notes: Active Sims love to play hoops, and any visitor iswelcome to join the fun. A Sim with higher Body pointsperforms better on the court.

Bachman Wood Beverage Bar

Cost: §800

Motive: Hunger (1), Fun(3), Room (2)

Notes: Every drink lowers the Bladder score, but adult Sims liketo make drinks for themselves and friends. Kids can grab a sodafrom the fridge.

Amishim Bookcase

Cost: §500

Motive: Fun (2), ImprovesCooking, Mechanical, andStudy Skills

Notes: This expensive bookcase awards Skill points at the samerate as the cheaper one.

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Aristoscratch Pool Table

Cost: §4,200

Motive: Fun (6)

Notes: Up to two Sims use the table at the same time. Makesure that you allow enough room for Sims to get to the tableand walk around it during play.

Chimeway & Daughters Piano

Cost: §3,500

Motive: Fun (4), Room (3),Improves Creativity

Notes: The most creative Sims will produce more beautifulmusic. The better the music, the greater the chance thatlisteners will like it. If a listener does not like the music, bothSims’ Relationship scores will deteriorate.

The Funinator Deluxe

Cost: §1,200

Motive: Fun (5)

Notes: When the house is swarming with kids, send themoutside to raise their Fun bar and burn some energy.

Antique Armoire

Cost: §1,200

Motive: Room (2)

Notes: A more expensive version of the cheaper armoire, but itadds twice as many Room points.

Libri di Regina Bookcase

Cost: §900

Motive: Fun (3), ImprovesCooking, Mechanical, andStudy Skills

Notes: This stylish bookcase is perfect for a swanky Sim pad, butit still imparts Skill points at the same rate as the pine model.

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Chapter 7:All in the family

Chapter 7:All in the family

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• Keep your house small, and place thefront door close to the street. This allowsyou to milk a few extra minutes out ofevery morning before meeting the carpool.

• The interior should include a bedroom,bathroom, and living room. Rather thanadd a family room, use an outside patioarea for Fun objects and an exercisemachine. A Military career requires anever-increasing number of Body Skillpoints.

• Install only enough counter space to placea food processor and prepare your meals.This leaves more space for a table andchairs. Buy at least two chairs so that youcan socialize with a friend while sharing ameal.

• Without the space or the budget to buyexpensive sofas or recliners, get a top-of-the-line bed, which enables your Sim toget by on fewer hours of sleep. Buy aninexpensive nightstand for an alarmclock, and add a few wall lights to boostyour Room score.

• You’ll need a computer for your jobsearch, but keep in mind that you canreturn it within 24 Sim-hours for a fullrefund. Find your Military job and thenpack up the PC.

IntroductionUp to this point, we’ve covered the mechanics ofThe Sims. By now you should be familiar withcreating families, building houses, buying objects,and getting jobs; and you should have consid-erable insight into how a Sim thinks and acts. Now,let’s put it all together and join several Simhouseholds in action. In this chapter we introduceyou to working Sims families, ranging from one-Sim homes to larger households with kids andbabies. Finally, we take an in-depth look at one ofthe toughest challenges in The Sims: buildingpositive (and long-lasting) Relationships.

You Can Make It AloneThe biggest difficulty in being a bachelor is thatyou have to do everything yourself (sounds likereal life, doesn’t it?). You’ll need to cook, clean,and improve your Skills, while at the same timekeep up with a work schedule and satisfy yourpersonal Motives. There’s always time for Fun, anda good sofa or easy chair will provide a measure ofComfort. However, it’s impossible to socialize whileat work, and you will be frustrated watchingneighbors drop by during the day and then leavewhen no one answers the door.

The Single Sim’s CareerAs a lone Sim you must choose a job that hasdecent hours and light friendship demands. Thisleaves a Military career as your only option. Atmost levels you work a six-hour day, and you won’tneed a single friend for the first five levels. Apromotion to Level 6 requires one friend, but thatcan be established after you refine your schedule.

Designing a Bachelor PadThere are several considerations when designingand furnishing a house for one Sim. Review thefollowing checklist before you place your firstwall stake.

Fig. 7-1. It’s hardlythe lap of luxury,but you haveeverything youneed to get a job,keep your sanity,and learn howto cook.

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• Buy an expensive refrigerator tomaximize the quality of your food, butdon’t bother with a stove until your Simlearns how to cook.

• Because of your career, there’s no need tosocialize until you are up for promotion toLevel 6, so don’t waste money on livingroom chairs or an expensive sofa. A cheapTV will provide enough Fun for now.

Leaving the Single LifeEventually you will tire of the solitary lifestyle,which, thanks to the romantic tendencies of mostSims, is not a problem. The first step is friendship.After the Relationship bar tops 70, your Sim needsto lay on the romance, with plenty of kissing andhugging. Eventually, the Propose option willappear on the menu.

Keep in mind that you have to create potentialmates, because the game won’t provide them. Youmight as well choose compatible personalities, andit doesn’t hurt to spend some time on careerdevelopment. Remember that another Sim canalso propose to you in his or her house; so unlessyou want to change residences, hold the romanticinterludes at your place.

Fig. 7-2. The kissin’and huggin’ paysoff; now it’s time topop the question.

A marriage proposal can only take place in thehome of the proposer, so set the mood (you know,empty your Bladder somewhere other than on the floor,clean up yesterday’s dishes, and hide those overduebills). After accepting the proposal, your new spousemoves into your place, along with a good job (a goodthing) and plenty of money (a really good thing). But,proposing does not guarantee a positive response. Forexample, a Sim will never accept the proposal on anempty stomach, so you might want to eat dinner first.

Fig. 7-3. “We’realone, the time isperfect, and I’vegot grass stains onmy knee.”

Fig. 7-4. “Nope,sorry, I can’t marryyou on an emptystomach. Besides,your current loveris hiding inthe bushes.”

After marriage, your Sim will still share a bedwith any other Sim with a high enoughFriendship score (over 70), so don’t be surprisedif your Sim ends up on the couch when hisbuddy beats him to the sack.

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Married, with ChildrenAfter your Sims promise undying love anddevotion to each other (or, at least until the nextpromotion), it’s time to have a baby. Actually, yourSims can live together for years without havingchildren, but if they do, you’ll be missing one ofthe The Sims’ most vexing experiences.

ConceptionThe exercise of making a baby is similar to thesteps taken to activate the marriage Proposaloption. First, get a male and female Sim together,and then concentrate on strengthening theirrelationship. When both Sims are obviouslyenjoying each other’s company, lay on the hugsand kisses. Keep smooching until you receive theoption to have a baby, as pictured in figure 7-7.

Interestingly, if your future spouse already haschildren, and at least one adult still resides in hisor her original house, the kids stay. So, your newspouse arrives with job and bank account intact,sans kids. What a deal!

That isn’t the only unusual aspect of marriedlife in Sims-ville. Marriage is not sacred here, atleast not in the legal sense. A Sim can havemultiple mates all living under the same roof, aspictured in figure 7-6. The interpersonal dynamicscan sometimes get a little dicey, but it’s workable,and the extra income is great!

Fig. 7-5. When twoSims decide to getmarried, theychange clothesand completethe ceremonywithin seconds.

Fig. 7-6. After thewedding, our Simbride goes to bedwith her formerboyfriend.

A three-way relationship makes it easier tohave babies. Not only are there additionalcombinations for procreation, but you can alsohave one of the working adults take a nightjob, so there is a caregiver for the baby duringthe day. Even with staggered schedules, therewill be at least one sleepless Sim until the babymatures, so don’t get too complacent with thisarrangement.

Fig. 7-7. A littlebundle of joy is justa click away.

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If you answer yes, a bassinet appears almostinstantly, amid an explosion of dandelions. Thehappy couple celebrates the new arrival, then theyquickly go back to their daily routine. This babything is a snap. Well, not exactly.

This mayhem continues for three Sim days,during which time the household will be in anuproar. Forget about getting eight hours of beautysleep. Designate one Sim as primary caregiver,preferably one who does not work, because thebaby’s cries wake any Sim in the room. The firstday is nonstop crying. By the second day, the babysleeps for a few hours at a time; take advantage ofthe break and send the caregiver to bed. As longas you stay responsive, the baby evolves into arunny-nosed kid, and the family can get back tonormal. However, if you spend too much time inthe hot tub and not enough time with the baby, asocial service worker will march into your houseand take the baby, as pictured in figure 7-10. You’llonly receive one warning, so don’t take thisresponsibility lightly.

Fig. 7-8. Yippee! It’sa boy!

In short order, the little bundle of joy startsscreaming. A Sim will eventually respond to thecries, but rather than wait, get someone to thebaby immediately. Clicking on the bassinet revealsthree options: Feed, Play, or Sing. When in doubt,Feed the baby, but be prepared to come rightback with Play or Sing when the baby startswailing again.

Fig. 7-9. Kids do agreat jobentertaining thebaby during oneof its frequentcrying sessions.

Fig. 7-10. We hardlyknew the little tyke!

The bassinet appears near the spot where yourSims made the decision to have a baby.Although the Sims cannot move the bassinet,you can use the Hand Tool to move it. Pick alocation that is isolated from other sleepingareas, so the disturbance is kept to a minimum.

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Finding Time to SocializeAfter your Sim starts working, it’s difficult to findtime to call other Sims and arrange meetings.Mornings are worst, although you have moreoptions if your neighborhood has several non-working Sims. Your best bet is to start socializingright after coming home from work. Take care ofpersonal needs first—Hygiene and Bladder—andthen “Serve Dinner.” Don’t let a bad chef get nearthe stove; you can’t afford to waste time puttingout a fire or your guests will leave. With a counterfull of food, your friends head straight for thekitchen, where you can chat over a plate of Sim-grub and then plan the rest of your evening.

Positive Social EventsAfter everyone is finished eating, take a little timefor pleasant conversation. In the case of thefemale Sims pictured in figure 7-11, there is a lotof fence mending to accomplish, because one juststole the other’s love interest. But, Sims aregenerally forgiving, and a quarrel can be mendedwith a few drinks, a game of pool, or a long soakin the hot tub.

Ideally, your house has an entertainment roomwith group activity items such as a pool table,stereo, or beverage bar. After you get everyone intothe room, keep them busy with a string of activities.Even our former lovers can’t resist a dance whenthe music starts playing, as pictured in figure 7-12.

Building and MaintainingHealthy RelationshipsGathering an ever-increasing number of friends iscritical for career advancement, especially at thehigher levels. It is also your Sims’ only way to buildup their Social scores and fend off frequent boutsof depression. In this section we outline the stepsrequired for finding potential friends, building uppositive feelings, and then maintaining healthyrelationships.

Talk Is CheapThe easiest way to make friends is oftenoverlooked, because it is uneventful compared toother social events. However, you can almostalways initiate a conversation between Sims(regardless of their Friendship scores), and keep itgoing for a very long time. During this benignexchange of thought balloons, you can usuallynudge the Friendship score in a positive direction.When starting from 0 it takes a few encounters toget over 50 (true friendship), but once you reachthis threshold, the action picks up considerably.Our newly married Sims went from a score of 64 toa marriage proposal in one evening. Although thewoman eventually declined because her stomachwas growling, she proposed the next day and themarriage was consummated.

Fig. 7-11. Keeptalking and yourFriendship scorewill grow.

Fig. 7-12. Our Simguy is enjoying thisdance with hisformer girlfriend,although his currentwife will probablyslap him when themusic stopsplaying (if shecan stay awakelong enough).

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One of the most difficult aspects ofentertaining in the evening is keeping the hostfrom falling asleep on the floor. After a hard day’swork, most Sims begin nodding out around 10:00p.m. You can squeeze a little extra time out of theevening if they take a short nap after cominghome from work. Be prepared for a grouchy Simin the morning (figure 7-13) if the evening’sfestivities stretch too far into the night.

Stockpiling Potential FriendsWhen your career advances to the top promotionlevel, you need more than 10 friends in everycareer except the Military. Hence, it’s a good ideato create a few additional families early in thegame, and you might want to fill one house withthe maximum of eight Sims to dramaticallyincrease your pool.

Avoid close activities such as dancing, hugging,etc. when the current spouse or love interest isin the room. When the dance was over (figure7-12), our Sim wife did indeed slap her newhusband, causing her recently mendedRelationship score with the other woman todrop from +14 to –7.

Fig. 7-13. Our tiredparty girl hurriesoff to the car poolwithout a shower—not a good way toimpress hersuperiors.

After your guests arrive, you need tomicromanage your Sims so they don’t go offand take care of their own needs. Obviously,you must pay attention to a full Bladder, butyou can delay other actions by redirecting yourSims to group activities. Break up the partywhen your Sims are teetering on the edge ofexhaustion or they’ll fall asleep on the floor.

Visiting Sims generally hang around until 1:00a.m. or later, which is undoubtedly past yourbedtime. Direct your Sims to bed at theappropriate time, or they may feel compelledto hang out with their guests until well pastmidnight, as pictured in figure 7-14.

Fig. 7-14. Our hostSim is still cleaningup dishes when heshould be asleep.

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Guest ActivitiesThere are three types of visitor activities: thoseinitiated by a family member, shared activities, andautonomous activities where guests are on theirown. The following sections and tables describeeach type.

Activities Initiated by Family Member

One of the Sims under your control must preparefood or turn on the TV before visitors can join in.Turning on the TV takes a second, but you need alittle prep time for a meal. It’s a good idea tobegin meal preparation immediately after invitingfriends over.

Shared Activities

A Sim can start any of the following activities andthen invite the participation of a guest.

Object Visitors’ InvolvementBasketball Hoop JoinChess JoinDollhouse WatchHot Tub JoinPinball Machine JoinPlay Structure JoinPiano WatchPool Table JoinStereo Join, DanceTrain Set Watch

Visitors Coming and GoingThe following tables include importantinformation on how and why visitors do the thingsthey do. You may not be able to directly controlyour guests’ actions, but at least you won’t take itpersonally when they decide to split.

Visitors’ Starting Motives

Motive Starting ValueBladder 0 to 30Comfort 30 to 70Energy 35Fun -20 to 20Hunger -30 to -20Hygiene 90Social -50 to -40

In a perfect Sim-world, visitors leave your housejust past 1:00 a.m. However if one of their Motivesfalls into the danger zone, they will depart earlier.When this happens, the Sim’s thought balloonreveals a reason for the early exit.

Visitors’ Leaving Motives

Motive Drops Below This ValueBladder -90Comfort -70Energy -80Fun -55Hunger -50Hygiene -70Mood -75Room -100Social -85

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Chapter 7: all in the family

Autonomous Activities

Visiting Sims can begin any of the followingactivities on their own.

Visitors’ Autonomous Activities

Object Autonomous ActionAquarium Watch FishBaby PlayBar Have a DrinkChair SitChair (Recliner) SitCoffee (Espresso Machine) Drink EspressoCoffeemaker Drink CoffeeFire PanicFlamingo ViewFountain PlayLava Lamp ViewPainting ViewPool SwimPool Diving Board Dive InPool Ladder Get In/OutSculpture ViewSink Wash HandsSofa SitToilet Use, FlushTombstone/Urn MournToy Box PlayTrash Can (Inside) Dispose

Social InteractionsThe results of various interactions are best learnedby experience because of the individual personalitytraits that come into play. However, it helps tohave an idea what each action may produce. Thefollowing table offers notes on each interaction.

Interaction DescriptionBack Rub When well-received, it is a good

transition into kissing and hugging, but the Relationship score should already be over 50.

Brag This is what mean Sims do to your Sim. Don’t use it, unless you want to ruin a good friendship.

Compliment Generally positive, but you shouldwithhold compliments until your Relationship score is above 15.

Dance Great activity between friends (40+), but it almost always causes a jealous reaction from a jilted lover.

Entertain A somewhat goofy activity, but it usually works well with other Playful Sims.

Fight Don’t do it (unless you know you can take the other Sim!).

Flirt A great way to boost a strong Relationship (70+) into the seriouszone, but watch your back. Flirting usually triggers a jealous reaction from significant others.

Give Gift A benign way to say you like the other Sim, or that you’re sorry foracting like an idiot at the last party; best used with 40+ Relationship scores.

Hug This one’s always fun if the hug-ee’sRelationship score is +60; a good transition to kisses, and then a marriage proposal.

Joke Good between casual friends (+15) who are both Playful.

Kiss The relationship is heating up, butif a jealous ex or current lover is in the vicinity, someone could get slapped.

Talk The starting point of every friendship.

Tease Why bother, unless you don’t like the other Sim.

Tickle Not as positive as it might seem, but Playful Sims are definitely more receptive.

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Chapter 8:a day in the life

Chapter 8:a day in the life

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Chapter 8: a day in the life

Mark is, well, busyat the moment.It’s too bad hedoesn’t gainEnergy points forsitting on thetoilet, because hestayed up muchtoo late last night.A good breakfasthelps, but gettingthrough the daywon’t be easy, and

he can forget about any promotions thanks to his sub-par mood.

Before we areaccused of beingsexist, we shouldexplain that theonly reason Bella iscooking foreveryone is thatshe is the mostexperienced chef. IfMark turns on thestove, chances arethe kitchen willburn down. We

promise to boost his Cooking Skills at the first opportunity.

Our third adultroommate,Mortimer, justreturned homefrom his night shift,so for now, hisneeds aresecondary. We puthim to workmopping thekitchen floor (thedishwasher brokelast night, but

everyone was falling asleep, so we figured it would keep until morning).

IntroductionNow, it’s time to turn on our Sim-Cam and follow afew of our families as they handle the ups anddowns of Sim life. In this chapter we switch to ascrapbook format, with screenshots of our Sims ininteresting—and sometimes compromising—situations. Admittedly, we coaxed our Sims intosome of these dilemmas. But it’s all in fun, and wethink it’s the best way for you to get a feel for thisamazing game.

As the Sim TurnsFive o’clock wakeupcall is not pretty.Even with fullEnergy bars, yourSims can be a littlecranky, but don’tgive them anyslack. Get the bestchef into thekitchen pronto, toserve Breakfastfor everyone inthe house.

Switching toZoomed Out view isa good way tomanage thehousehold early inthe morning. Thisway you can quicklytarget importanttasks forcompletion beforethe car pool arrives.

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We receive areminder thatMortimer’s car poolarrives at 4:00 p.m.Unfortunately weforgot to set hisalarm, and hisHygiene andBladder bars havegone south, so weneed to wake himup soon.Fortunately, he ate

before bedtime, so he can probably get by without a big meal.

Bella is on her wayto the car pool andwe have about ahalf hour to getMark in gear, whichmay be a problemdue to his lowEnergy rating.Unfortunately,Bella’s Hygieneleaves much to bedesired. We make amental note to get

her into the shower before bedtime tonight so she’ll be fresh as a daisy inthe mornin).

It’s a nice familybreakfast withhusband Mortimer onthe left, wife Bella onthe right, and Bella’sex-boyfriend Mark inthe middle. However,there isn’t much timefor chitchat, becausethe car pool hasarrived, and it willleave at a fewminutes past nine.

Uh-oh, big timeproblem with Mark.He’s standing in thekitchen in hispajamas, in acatatonic state.With only a halfhour to get to thecar pool, we needto shake him up alittle and point himto the door.

After canceling histhoughts aboutsleeping, we clickon Mark’s carpool. He changesclothes faster thanSuperman andsprints to his ridein the nick oftime. Have a niceday, Mark!

Poor Mortimer!We’ve been sofocused on gettingBella and Mark towork, we didn’tnotice that the poorslob is asleep on hisfeet! We need towake him up (he’llbe so happy), andsend him to bed.

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Chapter 8: a day in the life

Mortimer is up andhe’s not happy. Withthe amount of timeremaining beforehis car pool showsup, he can emptyhis bladder and getin half a showerbefore racing outthe door.

With Mortimer outof the house, wecan concentrate onBella and Mark,who have botharrived home fromwork. Marksocialized a littletoo much the nightbefore, so he wentstraight to bedwithout anyprompting.

Mortimer arriveshome at 1:00 a.m..After a bathroombreak and quickshower, we sendhim straight to bedso he can partywith Bellatomorrow, who hasdecided to take theday off.

Mark is well rested,so he can fend forhimself thismorning. He stepsinto the shower asthe car pool arrives,so he has almostone hour to getready. But, while inthe shower, hedecides to takethe day off andjoin Bella.

The threehousemates share apleasant breakfasttogether. Perhapsthey have finallyburied the hatchetafter the Mortimer-Bella-Mark thing.We can only hope.

Mark grabs thephone to invite afriend over, butbefore he can dial,a local radio stationcalls with greatnews. He just won§550 in a promotion!

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Everyone will behungry after the swimand soak, so Bellahops out to makedinner. Soon,everyone grabs aplate and startsdiscussing what lifewill be like when theyare all unemployed.Everyone, that is,except Mortimer, whoprefers standing.

Mark calls a friend,who says he’ll beright over. WhileMark changes intohis Speedo,Mortimer, Jeff, andBella enjoy a dip inthe pool. That’sright, Mortimermissed his car pool,too. It’s a day off(without pay) forthe entire house!

It’s on to the hottub for a long,relaxing soak.Comfort, Hygiene,Social, and Funscores are soaring.It’s too bad wehave to eat andempty our Bladdersor we’d never leave!

After dinner, Jeffheads for home.Bella and Markretreat to the den,where Bella rubsMark’s back.

One good rubdeserves a hug, asthings suddenlyheat up betweenthe former lovers.

Mortimer takes onelook at the lip-locked Sims andheads straight forthe bar.

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What will become of our star-crossedlovers?

Will Bella leave Mortimer and go back toMark?

Will Mark feel guilty about wreckingMortimer’s marriage, and move in withthe Newbies?

Will Bella reveal what she and Jeff werereally doing in the hot tub?

Who will clean up the bathroom?

For the answers to these burningquestions, stay tuned for the nextepisode of…As the Sim Turns.

Life with the Pleasants

After a couple ofadult beverages,Mortimer followsthe lovers into thehallway where theyare still gropingeach other liketeenagers onprom night.

Mortimer shows hisfrustration byslapping Markacross the cheek(he’s such ananimal). Bella isdisgusted and goesupstairs to bed.

One slap turns toanother and sevenhours later, Mortimerand Mark are stillduking it out.

Bella drives off towork while our twoSim-Neanderthalstake their fight tothe bathroom.

Jeff experiences thejoys of working anight shift—cleaning up hisfamily’s dinnerdishes…

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Everyone is asleep,so Jeff takes anopportunity topractice hisCharisma in front ofthe bathroom mirror.Unfortunately forJeff, the walkingdead also take thisopportunity to floatthrough the mirrorand scare the•&$%$# out of him.

…and taking outthe trash at four inthe morning.

Like all kids, Danieland Skeeter canonly make snackson their own, sosomeone must servetheir breakfastbefore school.

Skeeter misses onetoo many days ofschool and gets thebad news—he’s onhis way to militaryschool, never to beseen again.

Not wanting tofollow in hisbrother’s footsteps,Daniel hits thebooks and improveshis grades.

Although his iconhas alreadydisappeared fromthe control panel,Skeeter enjoys onelast breakfastbefore he is exiledfrom the game.

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Maids are limitedto cleaning upSim-messes, butthat frees up thefamily to takecare of otherimportant needs,like advancingtheir skills. DianePleasant takes abreak to bone upon her MechanicalSkills. Perhaps she

can fix the dishwasher and save §50-an-hour repair bills.

Hmmm. Which pileshould I pay first,the red one or theyellow one? Get aclue, Jeff—if youdon’t pay the redones, they’llrepossess yourfurniture!

The Maid shouldget riot pay for allthe garbage thisfamily leaves onthe floor!

With garbage a footthick on the floor ofhis house, ourbachelor decides tostay outside andentertain a newlady friend with hisjuggling act.

“I really like youBella, so I got youa pair ofbasketball shoes!”

“Wow, she reallylikes me! Maybeshe won’t noticethe garbage if Iinvite her inside.”

Pity the Poor Bachelor

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Whew, the firemanis here to put outthe fire. There’sonly one problem:he can’t get intothe house becauseour hero isstanding in front ofthe stove, whichhappens to be nextto the door. Weunderstand that thebachelor’s quarters

are tight, but it’s probably not a good idea to put the stove next to thefront door. By the time the fireman makes his way to the back door, yourbachelor could be toast.

Armed with a newgas stove andabsolutely nocooking ability,this bachelordecides to flame-broil the kitchen.

Bachelors on a fixedbudget can have adifficult time havingfun. A basketballhoop in the backyard is a goodinvestment, and ifyou can find aPlayful friend, it’s acheap date, too.

Kids Are People, Too

“Excuse me, son,could you pleasemove out of thefire so I canextinguish it?”

Toy boxes are smalland relativelyinexpensive. If theyare placed in thebedroom, yourkids can sneak in alittle Fun timebefore school.

Children have fewerinhibitions, but theystill don’t like touse the bathroom infront of the Maid ortheir siblings.

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Sometimes it can behard to get yourSims to slow downlong enough forserious Skillenhancement,especially if itmeans sitting downto read. The solutionis simple: Place twocomfortable chairsclose to thebookcase, and give

each Sim different Skill assignments. Remember that you only need oneCooking expert and one Mechanical expert in the same house. Divide readingassignments appropriately to bring their Skills quickly up to speed.

Left to their owndevices, kids oftenstay up long pastthe time theirparents hit the sack.In fact, even withFree Will activated,parents feel noresponsibility forgetting theirchildren to bedearly. So, if youforget to send the

kids to bed, get ready for some serious tantrums in the morning.

Skillful Sims

Skeeter andMatthew enjoy alittle Social and Funtime playing withtheir railroad town.

Unlike adults, whoneed toys for theirplaytime, kids canplay with each other.

Unlike the railroad,the pinball machineis a solo activity. An exercise

machine is theobvious choice forimproving a Sim’sBody Skill, but ifyou can keepyour Sims in thepool, they’llincrease Bodyscores even faster,and boost Fun atthe same time.

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As we return to ourSim soap, Mortimerhas just returnedfrom another nightshift, and after alight snack, hedecides to take anearly morning swim,thinking that Markand Bella are busygetting ready forwork. Afterswimming a few

laps, he is ready to go to bed, but wait…where is the ladder? “I can’t get out of the pool!” says Mortimer, frantically. “I’ll just

tread water for a while until Mark or Bella come out. If I can just…keep…going…getting tired…so tired….”

You might beconcerned aboutan adult male whostands for hours infront of a full-length mirror in hisSpeedo. However,it makes sense toplace a mirror inthe family roomfor easier access.This way, yourSims won’t tie up

the bathroom practicing Charisma in the mirror over the sink.

As the Sim Turns: Part Two

With minimalMechanical Skill,repairing thisshower seems totake forever, and allthe while, Mark’sComfort and Energyscores are dropping.Maybe a Repairmanis worth the priceuntil Mark earns afew moreMechanical points.

Increasing theCreativity Skillthrough paintinghas an addedbonus—the abilityto sell yourpainting. But, don’tget too excited; abad paintingfetches only §1 onthe open market.

After Mortimer’sbody is removedfrom the pool, atombstone iserected on the spotwhere the ladderused to be. IfMortimer were stillhere, he would haveappreciated thehumor…maybe not.

Mark and Bellafinally comeoutside, but it’s toolate. Poor Mortimer,exhausted andconfused, hasalready droppedlike a stone to thebottom of the pool.

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Thinking the time isright (and that theyhave carried on thecharade longenough), Mark pullsBella close for akiss. But, much toMark’s surprise,Bella suddenlycools and pusheshim away.

After getting overthe initial shock,Mark and Bellagrieve at the sitewhere their“friend” died.

After somewelcome comicrelief, the twomourners consoleeach other witha supportivehug. Right.

“O.K., enoughgrieving,” saysBella, as she tellsMark a realknee-slapper.

Then, they consoleeach otherfurther…witha dance?

What is this strange turn of events?

Did Bella entice Mark into helping hersolve the “Mortimer” problem, only toleave him in the lurch?

Find the answers on the next episode ofAs the Sim Turns, on a computer near you!

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For a much moresatisfying meal,direct the best chefin the house toPrepare a Meal. Inthis screen, Bella isgetting ready tothrow the rawingredients into thefood processor (apositive modifier, asnoted in the tablebelow). While one

Sim prepares breakfast, you can assign the other Sims to menial labor, such asmopping or picking up garbage.

Sims in the KitchenIn the Motives chapter, we provided a basicexplanation of how Sims satisfy their Hunger score.As you know by now, food is readily available inthe refrigerator, 24 hours a Sim-day. The supply isendless, and you never have to go to the market.However, the difference between what is in therefrigerator and what a Sim actually eats lies in thepreparation. The following screens take youthrough the various options available to a Simchef, and the table at the end of this chapterexplains how the different appliances andcountertops modify the quality of each meal.

The snack, a §5 bagof chips, is thelowest item on theSim food chain. It’sbetter than nothingwhen your Sim isracing aroundgetting ready forthe car pool, but itbarely nudges theHunger bar.

Thrilled that hedoesn’t have to eathis own tastelessslop, Mark grabsa plate fromthe counter.

After processing thefood, Bella throwsit in a pot andworks her magic.Two more modifiersare at work here:Bella’s CookingSkill and thespecial featuresof the PyrotorreGas Range.

When the meal isfinished, Bellaplaces a stackof plates onthe counter.

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Another option forpreparing multipleportions is to callout for a pizza.This is a goodchoice for a Simwho has a lowCooking Skill.Rather than usingthe stove andsetting the kitchenon fire, atelephone call and

§40 will buy a hot pie, delivered to the door in an hour.

How Appliances and Surfaces Affect Hunger Score

Appliance/Surface Hunger Points Added to Meal

Dishwasher 5Trash Compactor 5Fridge (Llamark) 9Toaster Oven 9 (plus Cooking Skill)Fridge (Porcina) 12Counter (Barcelona) 16Counter (NuMica) 16Counter (Tiled) 16Fridge (Freeze Secret) 16Microwave 16 (plus Cooking Skill)Food Processor 32Stove (Dialectric) 32 (plus 1.5 x

Cooking Skill)Stove (Pyrotorre) 48 (plus 1.5 x

Cooking Skill)

The Sims love theirpizza, and theycan’t wait to set itdown and grab aslice. So, don’t besurprised if yourSim plops thecarton down on thefirst availablecounter—even inthe bathroom—andstarts grazing.

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Chapter 9:survival tipsChapter 9:

survival tips

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Chapter 9: survival tips

IntroductionThe beauty of playing The Sims is that everyone’sexperience is different. When you take a seriousapproach to shaping your family, the game canmirror your own life. However, if you mismanageyour Sims, they can sink into despair, waving theirlittle arms in the air over failed relationships, poorcareer decisions, or even a bad mattress. You canalways delete your family and start over. But thenyou would never get that warm, fuzzy feeling thatcomes from turning your pitiful Sims’ world intoShangri La.

This chapter is devoted to the Sims player whowants to go the distance and fight the good fight.Because most Sim problems can be traced back toone or more deficient Motive scores, we havearranged the following tips into separate Motivesections. Although some of the information iscovered in other chapters, this is meant to be aquick-reference guide for times of crisis. Simplyturn to the appropriate Motive and save your Sim’slife with one of our game-tested tips.

Of course, you can also take a more deviousapproach to satisfying or altering your Sim’s needs.Our Cheats section gives you a bundle of unofficialcommands to rock your Sim’s world. We take noresponsibility for the results. (In other words, don’tcome crying to us if you stick your Sim in a roomwith no doors and he or she drops dead!).

HungerMaximize Food Quality and

Preparation TimeFor the best food quality, upgrade all appliancesand countertops. Anything short of the mostexpensive refrigerator, countertop, stove, etc.,reduces the potential Hunger value of your meals.Preparing a meal quickly is all about kitchendesign. Align your objects in the order ofpreparation, beginning with the refrigerator,followed by the food processor (figure 9-1), andthen ending with the stove (figure 9-2).

Fig. 9-1. The foodgoes from therefrigerator directlyto the foodprocessor.

Fig. 9-2. Next stopis the stove, rightnext door.

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Fig. 9-4. If your Simsare prompted toeat, they’ll be readyto grab a plate assoon as it hits thecounter, and withthe table nearby,they can eat, chat,and make it to workon time.

Designate oneSim as your chef.Make sure that Sim

has easy access to a chair and bookcase, and then set aside time each day toStudy Cooking. When the resident chef’s Cooking Skill reaches 10, you haveachieved the pinnacle of food preparation.

After the food is on the counter, immediatelysend the Sim to bed. Most Sims should get up by 5,or the very latest, 6 a.m. to be on time for theirmorning jobs (the chef can sleep in). Wheneveryone comes downstairs, breakfast (it’s reallydinner, but Sims don’t care what you call it, as longas it doesn’t have flies) will be on the counter(figure 9-6), fresh and ready to go. You’ll save atleast 20 Sim-minutes of morning prep time.

Have an open countertop next to the stove onthe other side so the food preparer can set theplates down (figure 9-3). Although it has nothingto do with preparation, position the kitchen tableand chairs close to the stove so that your Sims cangrab their food, sit down together, and boost theirSocial scores (figure 9-4).

Fig. 9-3. From thestove, the chefmoves just a couplesteps to the counterand sets downthe plates.

Make Breakfast the Night BeforeSim food lasts for at least seven hours before theflies arrive and the food is officially inedible. If youhave one Sim in the house who doesn’t work, havehim or her prepare breakfast for everyone ataround midnight, as pictured in figure 9-5.

Fig. 9-5. Aftermaking dinner, ourhard-working Simcan go to bedand sleep late inthe morning.

Fig. 9-6. It’s only5:30 a.m., but ourSim kid is alreadyeating breakfast.After taking care ofhis Hygiene, he’llstill have time forstudying orboosting his Funscore before theschool bus arrives.

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ComfortWhen You Gotta Go, Go in StyleA toilet is often overlooked as a source ofComfort. The basic Hygeia-O-Matic Toilet costs only§300, but it provides zero Comfort. Spend theextra §900 and buy the Flush Force 5 XLT (figure 9-7). Your Sims have to use the bathroom anyway, sothey might as well enjoy the +4 Comfort ratingevery time they take a seat.

HygieneYour Mother Was RightOne of the biggest contributors to decliningHygiene is the lack of hand washing after usingthe bathroom (in the Sims and in real life). If yourSim does not have a Neat personality, you mayneed to initiate this action. If you keep it upthroughout the day, your Sim will be in bettershape in the morning, when a shorter shower canbe the difference between making the car pool ormissing a day of work.

Fig. 9-7. You can livewith a black-and-white TV for awhile, but it doesn’tmake sense to dowithout the addedcomfort of theFlush Force.

Rub Your Sim the Right WayGiving another Sim a Back Rub is a great way toincrease your chances of seeing Hug, andeventually Kiss on the social interaction menu.However, don’t forget that it also raises therecipient’s Comfort level. If your Sim’s Comfortlevel is down, even after a long night’s sleep, try afew Back Rubs. It will send your Sim to work in abetter mood, which might be just enough to earnthe next promotion.

Fig. 9-8. Our Sim ishungry, but healways has timeto receive a niceBack Rub.

Fig. 9-9. This Simhas an averageNeat rating, whichmeans she won’talways wash herhands after usingthe bathroom. Afew gentlereminders arein order.

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EnergyGetting Enough Sleep with BabyNothing drains a Sim’s Energy bar faster thanhaving a baby in the house (figure 9-12). If youwant to survive the three-day baby period withouteveryone losing their jobs, you must sleep whenthe baby sleeps. Most likely, this will be in themiddle of the day, because Sim babies, like theirreal counterparts, couldn’t care less about theirparents’ sleep schedules. The baby will not sleepfor a full eight hours; however, if you get five orsix hours of sleep with the baby, you’ll haveenough Energy to carry out other importanthousehold tasks.

Flush Your Troubles AwaySad but true, sloppy Sims don’t flush (figure 9-10).It’s easy to overlook this nasty habit during a busyday, but it could lead to trouble. A clogged toiletmay not affect Hygiene directly, but if your Sim isforced to pee on the floor because the toilet is notworking, the Hygiene score drops dramatically.

Fig. 9-10. Secondtime tonight forthis soldier, andwe’re still waitingfor the first flush.

BladderSorry, there’s no magic formula for relieving a fullBladder. However, to guard against emergenciesand the resulting puddles on the floor, try buildingtwo semi-private stalls in your bathroom. Thisallows two Sims to use the facilities withoutinfringing on each other’s privacy, as pictured infigure 9-11.

Fig. 9-11. Dualstalls improve thetraffic flow (andother flows) inthe bathroom.

Fig. 9-12. This Simmom is at the endof her rope, and thebaby is just gettingwarmed up.

Kids Make Great BabysittersIt does nothing for their Fun or Social levels, butSim kids will dutifully care for their baby siblings.When they come home from school, feed them,allow a short play period, and then lock them inthe room with the baby (if you’re feeling partic-ularly sadistic, you can go into Build mode andwall them in). They usually respond on their own,but you can always direct them to the crib, aspictured in figure 9-13, (unless they are tooexhausted and need sleep). Take advantage of thistime by sending the regular caregiver to bed forsome much-needed sleep.

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FunFinding the Right Activity for Your SimUnless your Sims live in a monastery, you shouldhave plenty of Fun objects in your house. The trickis matching the right kind of activity with a Sim’spersonality. In the frenzy of daily schedules andmaintaining Relationships, it’s easy to lose touchwith your Sim’s personality traits. Visit thePersonality menu often (click on the “head” icon)to review the five traits. Make sure you have atleast one of the following objects readily availableto your Sim (the bedroom is a good spot).

Favorite Fun Activities

Trait Best ActivitiesNeat N/AOutgoing TV (Romance), Hot Tub, Pool

(if Playful is also high)Active Basketball, Stereo (dance),

Pool, TV (Action)Lazy TV (as long as it’s on, they’re

happy!), Computer, BookPlayful Any fun object, including

Computer, Dollhouse, Train Set, VR Glasses, Pinball, etc. If also Active, shift to Basketball, Dance, and Pool.

Serious Chess, Newspaper, Book, Paintings (just let them stare)

Nice Usually up for anythingMean TV (Horror)

When in Doubt, Entertain SomeoneIf your Sim does not have access to a Fun activity,simply Entertain someone for an instant Fun (andSocial) boost, as pictured in figure 9-14. You canusually repeat this activity several times, and itdoesn’t take much time (great for kids on busyschool mornings).

Fig. 9-13. Bigbrother makes agreat nanny.

A Sim should have at least six points (bars) inone of the following traits to maximize therecommended activity. Of course, an evenhigher number produces faster Fun rewards. Toqualify for the opposite trait (e.g., Active/Lazy,Playful/Serious) a Sim should have no morethan three points in the trait).

Fig. 9-14. When agood toy is notaround, Sim kidslove to Entertaineach other.

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RoomA Room score crisis is easy to remedy. If you havethe money, simply add more lights and paintings.Also check the quality of objects in the room, andupgrade whenever possible. If your room isjammed with expensive objects, lights, andpaintings and your Room score is still low, theremust be a mess somewhere. A normally maxed outRoom score can slip with so much as a puddle onthe floor (as pictured in figure 9-15). Clean up themess to restore the Room score to its normal level.

SocialSatisfying Social requirements can be veryfrustrating, especially when Sims are on differentwork or sleep schedules. Socializing is a groupeffort, so plan small parties on a regular basis.Keep a notepad with all of your Sims’ workschedules, so you know whom to invite at any timeof the day.

• It’s O.K. to ask your guests to leave. Afteryou shmooze a little and boost yourRelationship score, send the Sim packing,and call up a different one. Use thisround-robin approach to maintain all ofyour friendships.

• Don’t let Mean Sims abuse you. This canbe tough to control if you’re not payingattention. When you’re socializing with aMean Sim, keep an eye on the activityqueue in the screen’s upper-left corner. Ifthat Sim’s head pops up (without youinitiating it), it probably says “Be Teasedby…,” or “Be Insulted by….” Simply clickon the icon to cancel the negative eventand maintain your Relationship score.Once you diffuse the threat, engage theSim in simple talking, or move your Siminto a group activity (pool table, hot tub,pool, etc.)

• Unless you like being the bad guy, don’tadvertise your advances toward one Simif you already have a Relationship withanother. Sims are extremely jealous, butyou can still maintain multiple loverelationships as long as you don’t flauntthem in public.

Fig. 9-15. It lookslike someone fellshort of the toilet.A mop will takecare of the messand raise theRoom score.

Scan your house on a regular basis for thefollowing negative Room factors:

• Dead plants

• Cheap objects (especially furniture)

• Puddles (they can also indicate a badappliance; when in doubt, click on theitem to see if Repair comes up as anoption)

• Dark areas

• If you have the money, replace itemstaken by the Repo guy.

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CheatsActivate the cheat command line at any time during agame by pressing c + s + . An input boxappears in the screen’s upper left corner. Type in one ofthe codes listed below. You must re-activate thecommand line after each cheat is entered. The followingcheats work only with Version 1.1 or later of The Sims.

Cheats

Description Code Input1,000 Simoleans rosebud

Import and load specific import FAM file <FAM file>

Create moat or streams water_tool

Create-a-character mode edit_char

Display personality and interests interests

Draw all animation draw_all_frames disabled off

Draw all animation draw_all_frames enabled on

Execute “file.cht” file as cht <filename>a list of cheats

Floorable grid disabled draw_floorable off

Floorable grid enabled draw_floorable on

Map editor disabled map_edit off

Map editor enabled map_edit on

Move any object (on) move_objects on

Move any object (off) move_objects off

Preview animations disabled preview_anims off

Preview animations enabled preview_anims on

Quit game quit

Rotate camera rotation <0-3>

Save currently loaded house save

Save family history file history

Selected person’s draw_routes onpath displayed

Description Code InputSelected person’s draw_routes offpath hidden

Set event logging mask log_mask

Set free thinking level autonomy <1-100>

Set game speed sim_speed <-1000-1000>

Set grass change value edit_grass <number>:

Set grass growth grow_grass <0-150>

Set maximum milliseconds sim_limit to allow simulator <milliseconds>

Set sim speed sim_speed <-1000-1000>

Sets the neighborhood <directory path>directory to the path

Start sim logging sim_log begin

End sim logging sim_log end

Swap the two house swap_houses files and updates families <house number>

<house number>

Ticks disabled sweep off

Ticks enabled sweep on

Tile information displayed tile_info on

Tile information hidden tile_info off

Toggle camera mode cam_mode

Toggle music music

Toggle sound log window sound_log

Toggle sounds sound

Toggle web page creation html

Total reload of people reload_peopleskeletons, animations, suits, and skins

Trigger sound event soundevent

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Chapter 10:extending your world

Chapter 10:extending your world

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Chapter 10: extending your world

IntroductionNot that Maxis didn’t pack The Sims with enoughto do for months on end, but you can findadditional tools, downloads, and links at theofficial website: http://www.TheSims.com. For theSim hacker, the sky’s the limit, thanks to an opengame system that allows users to create and editmusic and graphics files. The following sectionsgive you a sneak peak at the free goodies awaitingyou at the official Sims website.

DownloadsArt Studio!

Fig. 10-1. Click onthe waving Sim foronline help whileusing the program.Read the helpwindows, becausethe audio is inSim-Speak.

This neat paint program lets you create originalworks of art for your Sims to buy, admire, andeven sell. Your first step is to select a picture type(figure 10-2), which determines the size and styleof painting.

Fig. 10-2. You canchoose varioussizes and designsfor your picture,including aheart shape.

Fig. 10-4. Weopted for a richwalnut frame.

Fig. 10-3. Weimported one of ourfavorite baseballpictures, thenresized it to fit thepainting window.

Next, you have the option to import anygraphics file, regardless of size, as pictured infigure 10-3.

After selecting and sizing your picture, choosethe texture and color of your frame, as pictured infigure 10-4.

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FaceLiftAfter playing The Sims for hours, you’ll be readyfor a few new faces in your neighborhood. Afteryou register (no charge) at The Sims site, you candownload FaceLift, a program that lets you createyour own heads. You begin with a collection ofnine randomly created heads, as pictured in figure10-7. This is your starting point. If you don’t seeanything you like, click the Reset Faces button tocreate another set of nine.

In the Catalog Info screen pictured here, set theprice and enter a description of your new painting.Finally, save the painting. Choose a directory or usethe default UserObjects subdirectory.

Fig. 10-5. Afterdescribing yourpainting and settinga price, save it touse in your game.

Sims File Cop

With all the files flying back and forth in the Simscommunity, you may inadvertently create or acceptfiles that cause problems during a game session.The Sims File Cop examines your game directoryfor any damaged or risky files.

Fig. 10-7. Begin bychoosing a head.

Use a combination of the Blend and Deformbuttons, along with the Mutation Rate slider bar,to create variations of the face. Change the headand hair together, or work separately on eacharea. The changes are not seen immediately, butwhen you go back to the main screen, you canreview the altered face.

Fig. 10-8. The fine-tuning screen letsyou change the sizeand shape of thenose, eyes, mouth,and jaw.

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HomeCrafter

If you’ve always wanted to create yourself or yourfavorite celebrity to use in The Sims, the SimShowutility is a must-have. After creating or editing a skinusing any paint program, SimShow lets you view aSim skin from various angles. You can alter the skinusing your libraries of bodies, heads, body textures,and head textures, then apply various gameanimations to see your creation in action. The utilityalso comes with a skin library, and of course, you cansupplement it from the thousands of skins availableat TheSims.com or several other Sims websites.

Fig. 10-9.HomeCrafter letsyou view yourcreation in a Simshome setting.

This utility lets you design custom wallpapers andfloors for your Sim houses. You create the patternsin any paint program, then use HomeCrafter todesign the final product. If this sounds like toomuch work, check out one of the many Simswebsites, such as http://www.thesimsresource.com,for thousands of user-created wallpapers (figure10-10), floors (figure 10-11), and other items.

Fig. 10-10. Scrollthrough thousandsof wallpaperdesigns anddownload yourfavorites.

Fig. 10-11. Morethan 2,300 floorsand counting!

Fig. 10-12. SimShowlets you check outyour skins beforeimporting them intothe game.

SimShow

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INdexINdex

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AActive personality trait, 11–12, 13, 139

activities

Fun, 18–19, 139

visitor, 118–119

adult interactions. See also Relationships;Social interactions

with children, 19–20

and Fun motive, 18

with other adults, 20–21

African violet, 91

AI, 15

alarm clock, 46, 107

appliances

buying guide, 99–102

impact on Hunger score, 133

upgrading, 135

aquarium, 24, 93

armoire, 109, 110

Art Studio!, 143–144

artificial intelligence, 15

artwork

buying, 93–95

creating, 143–144

As the Sim Turns, 121–125, 130–131

ash, 24

athlete. See Pro Athlete career track

Bbabies. See also children

conceiving, 114–115

dealing with crying, 115

rewards associated with, 24

sharing responsibility for, 114

and sleep, 138

babysitter, 138–139

bachelor

career choices for, 112

day in the life of, 127–128

designing/furnishing house for, 112–113

marriage considerations, 113–114

bachelor pad, 112–113

Back Rub interaction, 119, 137

balustrade, 66

bar, beverage, 24, 109

barbecue, 100

basketball hoop, 24, 109

bassinet, 115

bathroom

countertops, 88

design considerations, 64, 138

plumbing objects, 102–104

bathtub, 30, 103–104

beds

for bachelor pad, 112

buying guide, 87

and Comfort motive, 75

and Energy motive, 87

rewards associated with, 24, 74

sharing with other Sims, 113

bedtime, 136

benchpress exercise machine, 109

beverage bar, 24, 109

Bladder motive

description of, 17–18

survival tips, 138

and toilet, 75

Body skill, 13, 40, 129

bookcase, 25, 108, 109, 110

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career advancement. See also job

developing skills for, 39–40, 49

and friends/family, 47, 49

and Relationships, 32

Career Choices table, 39

career tracks

major decisions associated with, 47–48

pictorial diaries, 49–62

requirements, 39, 41–45

salaries, 41–45

work hours, 41–45

carpeting, 69

cash, raising, 76

chairs

buying guide, 82–84

and Comfort motive, 75

rewards associated with, 25

tips for placing, 82

types of, 82

characters. See Sim characters

Charisma skill, 13, 40

cheats, 135, 141

chess, 25, 109

Chester Brick Column, 66

children. See also babies

adding to Sim family, 114–115

as babysitters, 138–139

day in the life of, 128–129

and Fun motive, 18

and interactions with adults, 19–20

clapping, 76

clock, 25, 46, 94, 107

Clown painting, 92

coffeemaker, 25, 99

boom box, 97

Brag interaction, 119

breakfast, 46, 136

Bribe decision, Life of Crime career track, 47

Build Mode, 64, 71

burglar alarm, 95

bushes, 71

Business career track, 39, 47

Buy Mode, 74, 82

buyer's remorse period, 76

buying guide, 82–110

appliances, 99–102

beds, 87

chairs, 82–84

couches, 84–86

countertops, 88

decorative objects, 91–95

desks/tables, 90–91

electronics, 95–99

end tables, 89–90

lighting, 104–106

miscellaneous items, 107–110

plumbing, 102–104

Ccactus, 92

candy box, 16

car pool

and house-design considerations, 64

meeting deadline for, 46

vehicles used for, 41–45

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columns, interior/exterior, 66

Comfort motive, 16–17, 75, 137

communication

and friendship, 32, 116

impact on Relationship and Social scores, 33–34

positive vs. negative, 33–34

Compatibility Table, Sims Zodiac, 9

Compliment interaction, 119

computer

buying guide, 98

getting free use of, 38, 112

and house-design considerations, 64

as job-finding tool, 38, 98, 112

rewards associated with, 26

Control Panel

displaying Skill bars on, 39

green/red color coding, 15

and Motive scores, 15

Walls Cutaway option, 70

Walls Down option, 70

conversation

assignment of topics for, 32

and friendship, 32, 116

impact on Relationship and Social scores, 33–34

initiating, 116

cooking appliances

buying guide, 99–101

impact on Hunger score, 133

upgrading, 135

Cooking skill, 40

corners

angled vs. square, 66

and Room motive, 22

couches, 84–86

countertops

buying guide, 88

impact on Hunger score, 133

upgrading, 135

Creativity skill, 13

Crime career track

major decision, 47

on-the-job pictorial diary, 52–55

skills/personality traits required for, 39

crises, dealing with, 135

crying babies, 115

DDaily Motive Decay value, 40–45

Dance interaction, 119

dancing, 97, 117

Day in the Life examples, 121–133

Kids are People, Too, 128–129

Life with the Pleasants, 125–127

Pity the Poor Bachelor, 127–128

As the Sim Turns, 121–125, 130–131

Sims in the Kitchen, 132–133

Skillful Sims, 129–130

day off, 47

decisions, career, 47–48

decorative objects

buying guide, 91–95

impact on Room score, 91, 140

upgrading, 140

Deep Freeze decision, Xtreme career track, 48

Delete key, 72

depreciation, 76–81

depression, 116

dining-room furniture, 83, 90–91

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Experiment decision, Science career track, 48

Extended Fun activities, 18–19

FFaceLift, 144

families

and career advancement, 47, 49

day in the life of, 121–133

deleting and starting over, 135

married, with children, 114–115

single-person, 112–114

Federal Lattice Window Door, 67

fence, 65

Fence Tools, 65–66

Fight interaction, 119

File Cop, Sims, 144

fireplace, 71

Fireplace Tool, 71

flamingo, 26, 91

Flirt interaction, 119

flood, 26

floor covering, 69

floor lamp, 105–106

floor mirror, 108

floor plan, house, 64

Floor Tool, 68–69

flooring

cost considerations, 68

creating custom, 145

inside vs. outside, 68

laying or removing, 68

types of, 69

flowers, 26, 27, 71

dishwasher, 101, 133

diving board, 28

dollhouse, 26, 108

Door Tool, 67

Door Types table, 67

downloads, 143–145

dream house, 64. See also house

dresser, 108

drink dispenser. See beverage bar

Eeasel, 26, 108

eating, 16, 88, 132–133. See also food;Hunger motive

editing tools, 71–72

Efficiency rating, 82

El Sol Window, 68

electronics

buying guide, 95–99

learning to repair, 95

end tables, 89–90

Endless Fun activities, 19

Energy motive

and beds, 75, 87

description of, 18

survival tips, 138

Entertain interaction, 119, 139

Entertainment career track

major decision, 47

on-the-job pictorial diary, 60–62

skills/personality traits required for, 39

espresso machine, 25, 99

exercise machine, 109

exit factors, Motive, 17

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food

appliances for preparing, 99–102

availability of, 132

and Hunger motive, 16

maximizing quality and preparation time, 135–136

rewards associated with, 26

food processor, 75, 100, 101, 133, 135

fountain, 27, 93

Free Will, 15, 24

fridge. See refrigerator

friendship. See also Relationships

and career advancement, 47, 49, 116, 117

role of conversation in cultivating, 32, 116

fruitcake, 16

Full Meal, 16

Fun activities, 18–19, 139

Fun motive

description of, 18–19

items required for, 75

survival tips, 139

Fun score, 13

Funinator, 110

furniture. See also specific types

buying guide, 82–91

and Comfort motive, 16–17

upgrading, 140

Ggame control panel. See Control Panel

game directory, examining for damaged files, 144

garden lamp, 106

Gardener, 71

geranium, 92

gift, rewards associated with, 27

Give Gift interaction, 119

grandfather clock, 25, 94

green/red color coding, Control Panel's, 15

grill, 100

Grouchy personality trait, 13

group activities. See Social interactions;Social motive

Group Meal, 16

guests, 117. See also visitors

Gung Ho decision, Military career track, 48

HHand Tool, 72, 115

head icon, 139

heads, creating your own, 144

hedges, 71

high-tech gadgets, 95

home-building. See house

HomeCrafter, 145

horoscope, 9

hot tub

buying guide, 104

and Fun motive, 19

rewards associated with, 27

hours, work, 41–45

house

adding/deleting walls in, 66

adding second story to, 69–70

choosing windows/doors for, 67–68

design considerations, 64, 70, 112–113

financial considerations, 64, 66, 67, 68, 69

framing, 65

furnishing, 74, 82 (See also buying guide)

landscaping, 71, 75

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Kkids. See babies; children

Kiss interaction, 114, 119, 137

kitchen

aligning objects in, 135–136

appliances, 99–102, 133, 135

countertops, 88

design considerations, 64

preparing food in, 132–133, 135–136

sinks, 102

Llamps

buying guide, 104–106

outdoor, 106

repairing, 104

replacing bulbs in, 104

and Room score, 75, 104, 140

landscaping, 71, 75

lava lamp, 27

Law Enforcement career track

major decision, 47

skills/personality traits required for, 39

starting salary for, 38

lawn ornament, 26, 91

Lazy personality trait, 139

levels, career track

advancing through first three, 47

requirements for specific, 41–45

libraries, download, 143, 145

Life of Crime career track

major decision, 47

on-the-job pictorial diary, 52–55

skills/personality traits required for, 39

laying flooring in, 68–69

modifying terrain for, 65

roofing options, 70

tools for building, 65–72

Hug interaction, 114, 117, 119, 137

Hunger motive

description of, 16

items required for, 75

survival tips, 135–136

Hygiene motive

description of, 17

items required for, 75

survival tips, 137–138

Iinteractions. See Social interactions

Internet sites. See websites

Ionic Column, 66

Jjade plant, 93

jealousy, 140

job. See also career advancement; career tracks

developing skills for, 39–40

ensuring good performance on, 46–47

getting your first, 38

salary considerations, 38

taking day off from, 47

using computer to find, 38, 98

Job icon, 32, 39

job postings, 38

Joke interaction, 119

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light

and Room motive, 22, 75, 104

and Window Tool, 67

light bulbs, replacing, 104

lighting, buying guide for, 104–106

Logic skill, 40

loveseats, 28, 84–86

Mmailbox, 27

major decisions, career track, 47–48

Malpractice decision, Medicine career track, 48

Maple Door Frame, 67

marriage, 113–114, 116

material possessions. See objects

Maxis website, 143

meals, 16, 132–133. See also food; Hunger motive

Mean personality trait, 139, 140

Mechanical skill, 40, 96

medicine cabinet, 27, 107

Medicine career track, 39, 48

microwave, 100, 133

Military career track

and friends, 117

major decision, 48

on-the-job pictorial diary, 58–60

skills/personality traits required for, 39

starting salary for, 38

mirrors, 107, 108

money, 74, 76

Monticello Balustrade, 66

Monticello Door, 67

Monticello Window, 67, 68

Mood icon, 74

Mood Rating, 15

Motive scores, 15

Motives, 15–30

defined, 15

descriptions of specific, 16–23

deterioration of, 40

exit factors for specific, 17

and Free Will, 15, 24

and Mood Rating, 15

and object advertising values, 24–30

and personality traits, 16

visitors’ starting and leaving, 118

MP3 files, 97

music, 97

musical equipment. See stereo

Nnapping, 117

Neat personality trait, 9–10, 137, 139

Need bars, 74

Needs, 74–75. See also Motives

net worth, 76

newspaper, 27

Nice personality trait, 13, 139

nightstands, 90

OObject Advertising Values table, 24–30

Object Depreciation table, 77–81

objects. See also specific objects

buying guides, 82–110

depreciated values and limits, 77–81

purchase prices for, 77–81

red X designation, 76

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plants

buying guide, 91–93

eliminating dead, 140

Plate Glass Window, 68

play structure, 28

Playful personality trait, 12, 13, 139

Pleasant family, day in the life of, 125–127

plumbing objects, buying guide for, 102–104

points, 15, 32. See also table illustrations

Politics career track

major decision, 48

on-the-job pictorial diary, 49–52

skills/personality traits required for, 39

pool, swimming, 19, 28, 70

pool table, 110

Prison, Sim City, 47

Privacy Fence, 66

Privacy Window, 68

Pro Athlete career track

major decision, 48

skills/personality traits required for, 39

promotions, 47. See also career advancement

proposal, marriage, 113, 116

puddles, 140

purchase prices, object, 77–81

QQuick Meal, and Hunger Motive points, 16

Rrange, 100

recliner, 84

red/green color coding, Control Panel’s, 15

red X, 76

returning for full refund, 76

rewards associated with specific, 24–30

selling, 76

Sims’ responses to new, 75–76

upgrading, 140

objets d’art. See decorative objects

One-Time Fun activities, 19

outdoor lighting, 106

Outgoing personality trait, 10–11, 13, 139

Ppaint program, 143–144, 145

paintings, 27, 92, 93, 95

parties. See Entertain interaction

Perfect Crime decision, Life of Crimecareer track, 47

personality traits. See also specific traits

and AI, 15

and career tracks, 39

and Fun scores, 13

and Motives, 16

and Skill development, 13

strategies for assigning, 9

what to expect from specific, 9–13

phones, 27, 75, 96

physical contact, 35–36

piano, 27, 110

Picket Fence, 66

pinball machine, 28, 99

pink flamingo, 26, 91

pizza, 16

Plant Tool, 71

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refrigerator

for bachelor pad, 113

buying guide, 101–102

and Hunger motive, 75

importance of, 100

rewards associated with, 27

refund, returning objects for full, 76

Relationship score

and communication, 33–34

interpreting, 32

and physical contact, 35–36

and Social interactions, 32–36

Relationships

building and maintaining, 116–119

and career advancement, 32

and communication, 32–34

flaunting, 140

importance of, 32

and physical contact, 35–36

and quality of life, 32

Relationships icon, 32

Remake decision, Entertainment career track, 47

repairs

lamp, 104

and Mechanical skill, 96

and Room motive, 22

TV and electronics, 95, 96

romance, 113

Roof Tool, 70

roofing, 70

Room motive

factors contributing to, 22–23, 75

relative importance of, 22

survival tips, 140

Room score

and decorative objects, 91, 140

and fireplace, 71

impact of door type on, 67

impact of expensive items on, 74

Room Score table, 22–23

rubber tree plant, 92

Ssalaries, 41–45

Scandal decision, Politics career track, 48

Science career track

major decision, 48

on-the-job pictorial diary, 55–58

skills/personality traits required for, 39

sconces, 106

scoring system, 15, 32. See also table illustrations

sculptures, 28, 94, 95

seating, buying guide for, 82–86

security system, 95

Serious personality trait, 13, 139

shelves. See bookcase

shovel icon, 65

shower, 28, 75, 103

shrubs, 71

shrugging, 76

Sim characters

creating from scratch, 9

day in the life of, 121–133

factors that motivate, 15–19

and Free Will, 15, 24

personality traits, 9–13, 15

social interactions between, 19–21, 32

Sim City Prison, 47

155

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and Relationship score, 32–36

and Social score, 32–36

Social motive

description of, 19–21

items required for, 75

survival tips, 140

Social Outcome Factors table, 21

Social score

and communications, 33–34

and Outgoing personality trait, 11

and physical contact, 35–36

sofa, 28, 84–86

sound system. See stereo

spider plant, 92

Stair Tool, 69–70

staircase, 69, 70

stay-at-home mate, advantages of, 47

stereo, 28–29, 97

Stock Option decision, Business career track, 47

stove, 75, 100, 113, 133

Supermatch decision, Pro Athlete career track, 48

surfaces

buying guide, 88–91

impact on Hunger score, 133

survival tips, 135–140

Bladder, 138

Comfort, 137

Energy, 138

Fun, 139

Hunger, 135–136

Hygiene, 137–138

Room, 140

Social, 140

swimming pool, 19, 70

Sim-Speak, 32

Simoleans, 74

Sims, The

buying guide, 82–110

contrasted with other computer games, 6

popularity of, 15

websites, 143, 145

Sims File Cop, 144

Sims Resource website, The, 145

SimShow, 145

Single-Pane Window, 68

single-person household, 112–114

sink, 28, 75, 102

Skill development

and career advancement, 39–40

day-in-the-life example, 129–130

impact of personality traits on, 13

Skill Enhancement table, 40

skins

creating and editing, 145

libraries of, 145

sleep. See also beds

and babies, 114, 115, 138

and Energy motive, 18, 138

and job performance, 46

Sloppy personality trait, 17

smoke detector, 95

snacks, 16

Social interactions

descriptions of specific, 119

factors affecting outcome of, 20–21

and Outgoing personality trait, 10

positive vs. negative, 32–36

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Ttable illustrations

Adult-Child Interactions, 20

Career Choices, 39

Career Track Requirements, 41–45

Door Types, 67

Favorite Fun Activities, 139

How Appliances and Surfaces Affect Hunger Score, 133

Hunger Score for Meal, Snack, or Gift, 16

Mandatory Exit Factors for Motives, 17

Negative Communications and Relationship/Social Scores, 34

Negative Physical Events and Relationship/SocialScores, 36

Object Advertising Values, 24–30

Object Depreciation, 77–81

Positive Communications and Relationship/Social Scores, 33

Positive Physical Events and Relationship/Social Scores, 35

Room Score, 22–23

Sims Zodiac Compatibility Table, 9

Skill Enhancement, 40

Skills Accelerated by Personality, 13

Social Outcome Factors, 21

Traits that Raise Max Fun Value, 13

Visitor Activities, 118–119

Visitors’ Starting/Leaving Motives, 118

Wall Types, 66

Window Types, 68

table lamps, 104–105

tables, 89–91. See also table illustrations

Talk interaction, 119. See also conversation

Tease interaction, 119

telephone, 27, 75, 96

television. See TV

Terrain Tool, 65

Tickle interaction, 119

Timed Fun activities, 19

tips. See also survival tips

adding or removing flooring, 68

building dream house, 64

deleting wall, 66

displaying Skill bars on control panel, 39

entertaining guests, 117

getting free use of computer, 38

influencing Need bar and Room score, 74

interpreting changes in Motive scores, 15

learning to repair electronic items, 95

matching window and door styles, 67

meeting car-pool deadline, 46

monitoring Bladder bar, 17

moving or building around tree, 66

placing chairs, 82

returning objects for full refund, 76

sharing responsibility for babies, 114

using columns inside house, 66

using Terrain Tool and grid lines, 65

toaster oven, 100, 133

toilet

and Bladder motive, 75

buying guide, 103

and Comfort motive, 137

flushing, 138

rewards associated with, 29

tombstone, 29

tools, home-building, 65–72

toy box, 29, 107

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Wwall coverings

cost considerations, 69

creating custom, 145

sources of, 145

types of, 69

wall lamps, 106

wall mirrors, 107

Wall Tools, 65–66

Wall Types table, 66

Wallpaper Tool, 69

walls

adding/deleting in houses, 66

Walls Cutaway option, 70

Walls Down option, 70

Walnut Door, 67

Water Tool, 70

watercolors, 92

websites, Sims, 143, 145

White Picket Fence, 66

Window Tool, 67–68

windows, 68, 75

Windsor Door, 67

Windsor Window, 68

work. See career tracks; job

work hours, 41–45

Wulfy’s Sim Shop website, 160

XX, red, 76

Xtreme career track, 39, 48

ZZodiac Compatibility Table, 9

Zorba Ionic Column, 66

Tragic Clown painting, 92

train set, 30

trash can, 30, 107

trash compactor

buying guide, 101

impact on Hunger score, 133

rewards associated with, 30

and Room score, 101

trash pile, 30

trees, 66, 71

Tumbleweed Wooden Column, 66

TV

buying guide, 96–97

and Fun motive, 75

impact on Social score, 74

repairing, 96

rewards associated with, 30

Uundo button, 71–72

urn, 29

utility programs, 145

Vvase, 94

Virtual Reality glasses, 30, 99

visitors

activities of, 118–119

sending home, 140

starting and leaving Motives, 118

taking care of, 117

VR glasses, 30, 99