Major

Choose a major that will compliment your Sims current skills and aspirations. "The Sims 2: University" requires Young Adults to declare a major before their Junior year. Majors can be declared by using phone or computer (under the college menu). Sims need to declare a major before the start of their Junior year, or they will automatically be enrolled in the Philosophy major. They can't change their major after the end of their Junior year. Each major requires different skills that compliment specific Career Tracks. Each major has a specific career track for which it is most complementary. These are boldfaced below.

Note: Total Skills Required is the total amount of skill points needed for a Sim to earn all skills required during 4 years of college.

All majors have a mixture of morning, afternoon, and evening/night classes, and each major has one three-hour class.

Undeclared
All freshmen start with their majors listed as Undeclared, meaning that they have not yet chosen ("declared") majors.

Art
Art: the study of visual forms. What better pursuit than to devote ones life to the pursuit of the beautiful or thought provoking. Whilst the disciplines are diverse indeed, all artists are brought together with one goal. Creation.

Related Careers: Artist, Culinary, Slacker, Journalism

Total Skills Required:
 * Creativity: 5
 * Cooking: 4
 * Charisma: 4
 * Mechanical:4
 * Body: 1
 * Cleaning: 1
 * Logic: 1

Biology
Biology: the study of life. Trees, Gazelles, Sims, the smooth endoplasmatic reticulum - what makes them work? If it has cells, a biologist can study it and find out. Unfortunately they don't know a darn thing about robots!

Related Careers: Law Enforcement, Medicine, Natural Science, Oceanography

Total Skills Required:
 * Logic: 5
 * Body: 4
 * Cleaning: 4
 * Mechanical: 4
 * Creativity: 1
 * Cooking: 1
 * Charisma: 1

Drama
Drama: the study of performance. Sims are born to perform, being dancing, joking or "Busting a Move." However, it is only those sims who delve into drama that manage to transcend merrymaking and create art.

Related Careers: Athletic, Politics, Show Business, Dance, Entertainment

Total Skills Needed:
 * Charisma: 5
 * Body: 4
 * Logic: 4
 * Creativity: 4
 * Cleaning: 1
 * Mechanical: 1
 * Cooking: 1

Economics
Economics: the study of services and commodities. If it has do do with Simoleons, these folks know about it. It isn't an easy job, but a talented economist who can figure out the markets makes quite the business person.

Related Careers: Business, Politics, Show Business, Music

Total Skills Required
 * Charisma: 5
 * Creativity: 4
 * Logic: 4
 * Mechanical:4
 * Body: 1
 * Cooking: 1
 * Cleaning: 1

History
History: the study from the past. From paintings of the earliest cavesim to last weeks change of menu in our local schools, those who study History often go into military service or politics due to their desire to reverse the mistakes of the past to make a better future for simkind.

Related Careers: Artist, Military, Politics, Law

Total Skills Required:
 * Logic: 5
 * Creativity: 4
 * Mechanical: 4
 * Charisma: 4
 * Cooking: 1
 * Body: 1
 * Cleaning: 1

Literature
Literature: the study of written word. Reading and writing may seem like a basic skill, but language is power, and those who study literature can harness the power to convince, educate or dominate other sims.

Related Careers: Criminal, Slacker, Show Business, Music, Adventurer, Entertainment

Total Skills Required:
 * Creativity: 5
 * Body: 4
 * Charisma: 4
 * Mechanical: 4
 * Cleaning: 1
 * Logic: 1
 * Cooking: 1

Mathematics
Mathematics: the study of numbers and basic forms. Math is not something that comes naturally to every sim but those that learn to understand it can see the patterns and science all around them, and have uncanny insight into the mechanical and logical.

Related Careers: Criminal, Natural Science, Science

Total Skills Required:
 * Logic: 5
 * Creativity: 4
 * Mechanical: 4
 * Cleaning: 4
 * Body: 1
 * Charisma: 1
 * Cooking: 1

Philosophy
Philosophy: the study of the fundamental problems of existence and sim understanding. Is it metaphysical mumbo-jumbo, or the only path to enlightenment regarding the problems of Simkind? Hard to say. One fact is indisputable, though: philosophy textbooks have the longest words EVER!

Related Careers: Culinary, Slacker, Paranormal, Journalism

Total Skills Required:
 * Logic: 5
 * Cooking: 4
 * Charisma: 4
 * Creativity: 4
 * Body: 1
 * Cleaning: 1
 * Mechanical: 1

Physics
Physics: the study of the many forms of energy. Those who study Physics learn the intricacies of the world around us, allowing them to harness nature to do some amazing things. In other words, Physicists give society cool things like lasers and catapults.

Related Careers: Medicine, Science, Paranormal, Gamer

Total Skills Required:
 * Mechanical: 5
 * Creativity: 4
 * Logic: 4
 * Cleaning: 4
 * Body: 1
 * Cooking: 1
 * Charisma: 1

Political Science
Political Science: the study of people and power. those who study Political Science gain a knowledge of the workings of people in groups and learn the subtle skill of manipulation and influence. This command over other sims can lead to a number of careers including, of course, Politics.

Related Careers: Politics, Military, Show Business, Law

Total Required Skills:
 * Charisma: 5
 * Body: 4
 * Creativity: 4
 * Cleaning: 4
 * Cooking: 1
 * Logic: 1
 * Mechanical: 1

Psychology
Psychology: the study of the mind. Everyone is aware of the complexity of a sim's brain, but few understand its workings. A Sim is indeed a wild mix of aspirations, personalities and base instincts - and perhaps only one who studies psychology could understand this method behind this madness.

Related Careers: Business, Paranormal, Law Enforcement, Education, Law

Total Required Skills:
 * Logic: 5
 * Creativity: 4
 * Charisma: 4
 * Cleaning: 4
 * Body: 1
 * Cooking: 1
 * Mechanical: 1